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Getting Started - 5/21/2014 4:07:54 AM   
HailRider

 

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I got CMANO a week ago. I've been through the tutorials, and a number of basic missions. I have looked at some other missions, but I seem to be finding the scenarios either too simple or too complicated. Can anyone please guide me as to what order I should be trying the scenarios in order to build up my skills without getting overwhelmed. I am finding myself rather confused due to lack of instruction, as there is really so much to read and figure out.

Thanks in advance.
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RE: Getting Started - 5/21/2014 5:45:28 AM   
Pergite!

 

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I hardly believe there is an order in which you can try the scenarios. If you have identified scenarios as simple, then why not just go up a step in complexity?

Otherwise the standard answer for getting to understand the game usually is:
http://baloogancampaign.com/

(in reply to HailRider)
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RE: Getting Started - 5/21/2014 7:17:58 AM   
NickD

 

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Which scenarios have you tried? When I was learning the game I found the small-scale scenarios which focus on only one 'domain' of conflict provided the best introduction (eg, Wooden Leg 1985 got my head around operating aircraft and The Vanuatu Crisis 1996 was a good introduction to naval combat).

< Message edited by NickD -- 5/21/2014 8:18:40 AM >

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RE: Getting Started - 5/21/2014 7:20:14 AM   
Dimitris

 

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"Stand Up" is often mentioned as a good starter scenario.

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RE: Getting Started - 5/21/2014 1:31:33 PM   
HailRider

 

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Thanks for the suggestions. So far I have:

Stand Up
Wooden Leg 1985 - Air
The Vanuatu Crisis 1996 - Naval

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RE: Getting Started - 5/21/2014 3:00:23 PM   
HailRider

 

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The scenarios I have tried so far (other than giving up on more complicated ones I started):

The Shark, 1971
Operation Trident, 1971

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RE: Getting Started - 5/21/2014 6:43:15 PM   
mikkey


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Good scenarios for start are also South China Clash, Coral Magpie, Novi Pazer Pursuit, Nerve Hydra and Op Lingkod Timog.

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RE: Getting Started - 5/21/2014 7:13:00 PM   
snowburn


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dont forget: downtown, a nice scenario to learn the basic about aircrafts (ground strikes, sam avoidance, fighter escorts)

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RE: Getting Started - 5/21/2014 9:16:31 PM   
GBOATZ

 

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I would recommend Caribbean Crisis as you only have to control one unit, but you are given a number of very specific objectives. It really helped me with navigation, using weapons appropriately and even damage control!

< Message edited by GBOATZ -- 5/21/2014 10:17:13 PM >

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RE: Getting Started - 5/23/2014 3:03:58 PM   
HailRider

 

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Thanks everyone for the suggestions.

I've been trying The Vanuatu Crisis 1996. Looks like a small and simple scenario with multiple components to get things going. But, I am having serious problems figuring out what to do. When I think I know what to do, it seems I am unable to do them in the game.

The ASW helicopters don't seem to be able to identify the sub that is lurking. There is radar contact, but no ID even if the choppers are overhead. Also, I don't seem to be able to get the sonars working for some reason.

When the jets finally arrive, they don't seem to be able to find any ground elements other than the radars that were visible previously anyway. I have them buzzing at different altitudes, but no luck. Just the occasional uncertainty box that I cannot shoot into. Also, when they automatically fire, the whole payload goes out on one target, then they return home.

When the destroyers are within range, I can't fire for a number of reasons using shift F1. If I use F1, a large number of missiles go out instead of one or two. Is there a way of adjusting the response to threats automatically?

So, I must be missing a whole lot of things here. I'm glad for this scenario, because now I know it isn't really the complexity of the scenario I am having an issue with, but rather the whole thing.

Any help would be greatly appreciated!!!

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RE: Getting Started - 5/23/2014 6:49:12 PM   
DirtyFred


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just started out yesterday, but already finished tutorials and now i am going to blow the northern fleet out of the water in the "duelists" scenario

quote:

When the destroyers are within range, I can't fire for a number of reasons using shift F1. If I use F1, a large number of missiles go out instead of one or two. Is there a way of adjusting the response to threats automatically?


use Shift+F1

if you have'nt read the manual - explains the NEZ (no escape zone) and DLZ (dynamic launch zone) concepts - please do so - you dont want to waste ammunition - first get a fix on the target by using available platforms then prosecute the targets - save often and try try try again - learning curve is steep but it is worth it

great vids - explain a lot:

www youtube com/user/baloogan/videos

< Message edited by DirtyFred -- 5/23/2014 7:51:27 PM >

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RE: Getting Started - 5/24/2014 9:38:19 PM   
HailRider

 

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I've learnt a few things.

1) You can choose a missile that is out of range or whatever, but it will only fired once the issue is resolved.
2) Don't torpedo a 'biologic'. I killed a whale. Oops.
3) Choose the ASW helicopter with the appropriate loadout.
4) Torpedos only fire if you are close to the water.
5) (maybe) Flying low in jets help ID of enemy elements

I still can't find a way to limit the AI response (i.e. how many and which missiles to use, etc) to a threat or target. Is this possible?

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RE: Getting Started - 5/24/2014 9:48:07 PM   
Tomcat84

 

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One hing you can do is to right click a unit -> attack options -> hold fire (no AI attacks) in case you want to manually take care of things.

Otherwise it seems the AI usually likes two allocate two missiles per target (at least in air to air warfare). I dont know of a way at this time to influence the AIs weapon behavior, other than doing business manually.

If it annoys you that the AI manually evades (engaged defensive), in the doctrine window you can set Automatic Evasion to "no" and manually take care of things.

< Message edited by Tomcat84 -- 5/25/2014 6:24:48 AM >


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My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

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RE: Getting Started - 5/25/2014 12:19:54 AM   
HailRider

 

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Thanks. That helps a lot. Maybe you will be able to choose a response to threat it the future.

< Message edited by HailRider -- 5/25/2014 4:25:49 AM >

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Post #: 14
RE: Getting Started - 5/27/2014 1:11:30 AM   
HailRider

 

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I think I've finally gotten my head around how to play this game. Thats for suggesting The Vanuatu Crisis 1996 - Naval. It is a smile coordinated attack of jets, ships, and helicopters.

Wooden Leg 1985 was VERY straightforward, but a good intro to refuelling.

I'll try some more of the suggestions.

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RE: Getting Started - 5/27/2014 6:52:41 AM   
Casinn

 

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Look in the mods and scenarios board also, can help the authors test out their upcoming scenarios.

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RE: Getting Started - 5/28/2014 12:42:15 PM   
HailRider

 

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Stand Up was a nice and simple scenario. Good for understanding basic AAW. Also, good for posturing. I put my units in position ready to hit. When they shot at me, I let loose. Interesting in looking at deterrence.

I noticed, however, that they didn't shoot back that much. Is there a reason for this?

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Post #: 17
RE: Getting Started - 5/29/2014 3:46:33 PM   
HailRider

 

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I Understand now, it was a range issue.

I'm finally getting a good handle on this game. Quite fun.

Off to the next suggestion - South China Clash.

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Post #: 18
RE: Getting Started - 5/29/2014 4:12:16 PM   
HailRider

 

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I'm also wondering if there is a way to get a unit to simply follow another unit, and not fired yet. This was necessary in the Stand Up scenario where hostilities have not yet started, but the Argentines have jets roaming around, getting into position the fire. It would be nice to have one of my jets assigned to each of theirs, so that's when hostilities start, they shoot immediately. This is exactly what I did, but I had to do it manually. It was rather labor-intensive.

Does anyone know if this is possible?

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RE: Getting Started - 5/29/2014 4:19:33 PM   
Dimitris

 

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You can order a unit to auto-attack the contact of interest, while first ensuring it has the "Hold Fire" option enabled. So the unit will go through the whole intercept routine without actually pulling the trigger.

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RE: Getting Started - 5/30/2014 3:42:29 PM   
HailRider

 

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Nice.

Auto attack is using F1, right?

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RE: Getting Started - 5/30/2014 3:52:26 PM   
Dimitris

 

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Yes.

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RE: Getting Started - 5/30/2014 4:56:21 PM   
HailRider

 

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Cool. I'll try it.

btw, I tried South China Clash, it is definitely not an intro game.

Any other suggestions?

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RE: Getting Started - 5/30/2014 5:31:40 PM   
HailRider

 

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Sunburn, I tied what you suggested, but as soon as I use the F1, the contact gets labeled as a hostile, and the firing begins. If I do auto AI firing off, the contact still becomes hostile, and changes the situation.

I guess there is no function to follow a contact in attack posture?

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Post #: 24
RE: Getting Started - 5/30/2014 5:33:41 PM   
HailRider

 

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I am now trying Coral Magpie. I am a bit confused about why ESSM won't launch against surface ships when the range is supposed to be 150nm, and I am at 90nm. Using Shift F1, it states "out of range." I've looked at this for quite a while, but I just can't figure it out.

Any ideas?

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RE: Getting Started - 5/30/2014 5:42:56 PM   
Sardaukar


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Do you have ROE "Use SAMs against surface targets" enabled?

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Post #: 26
RE: Getting Started - 5/30/2014 5:46:52 PM   
Dimitris

 

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quote:

ORIGINAL: HailRider

Sunburn, I tied what you suggested, but as soon as I use the F1, the contact gets labeled as a hostile, and the firing begins. If I do auto AI firing off, the contact still becomes hostile, and changes the situation.

I guess there is no function to follow a contact in attack posture?


Did you first instruct the unit to hold fire?

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Post #: 27
RE: Getting Started - 5/30/2014 5:47:32 PM   
HailRider

 

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Ah, I'll try that.

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RE: Getting Started - 5/30/2014 5:51:07 PM   
Dimitris

 

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quote:

ORIGINAL: HailRider

I am now trying Coral Magpie. I am a bit confused about why ESSM won't launch against surface ships when the range is supposed to be 150nm, and I am at 90nm. Using Shift F1, it states "out of range." I've looked at this for quite a while, but I just can't figure it out.

Any ideas?


1. The ESSM's range is not 150nm. Where did you read this figure?

2. The ESSM requires semi-active illumination in order to be guided to the target ship. If the target is out of your surface horizon, the weapon will not fire. You can check at-a-glance your theoretical horizon by activating a radar capable of surface-search and observing the range ring. (The actual horizon will be a little larger than that because your target is several meters above sea level).



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RE: Getting Started - 5/30/2014 6:06:44 PM   
HailRider

 

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Sorry, it says 25nm. I guess 150 was another weapon. Are the weapon ranges in a table somewhere?

I am finding this all VERY confusing.

What do you mean by semi illuminated?

Is any if this written down where I can refer to it. It seems like every weapon is different, and I don't know how to learn about them.

Any suggestions?

(in reply to Dimitris)
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