Jump to content

stemar

Members
  • Posts

    22
  • Joined

  • Last visited

stemar's Achievements

Junior Member

Junior Member (1/3)

10

Reputation

  1. @sdp I subscribe to the google group... Seems that we are few to be interested in... Anybody else ?
  2. Yes you right, it could a good idea, in all case even if we want to simulate something bigger we need to really begin with something smaller It seems that some of us are already involved in designing something at the scale you propose
  3. you absolutely right Kip Its my experience too, if you don't have enough umpire there is a moment where the few remaining will not be able to keep the game going at a reasonably "tempo" and some player will be demoralize to see how slow things advance and you will loose some player too. Its for what i ask first at how many people could be interested in, if we are few at trying something alone we will have a lot of unfinished try, it could be better to regroup everybody on the same goal Cpl Steiner work a lot on something that could be use at a strategical level, other works on some rule that could be use as "interface" between both strategical and tactical etc etc ... So a lot of "book keeping" and a lot of umpires and game designer or at least a pool of umpires, but also web and forum designer, map creator, scenario designer...
  4. got a lot of ideas too @vincere you point one of the limitation of the meta campaign : the level of complexity and the interface mechanics between tactical level (CMSF) and operational one. One of my idea here is to manage this at BN or even Coy level with a simple system like this one : Every unit has an exact number of men, all battle are not played to the end, but player stop one turn before, referee only launch the last turn to see the result (KIA/MIA/WIA) a quick look at the map and you will see roughly the result by unit (if there is mix coy or BN) and send the final result to the team. each team got a rooster for each unit (at BN or brig level) numbering men and material, it is at this level too that you manage experience moral fatigue etc etc. reinforcement and replacement are managed abstractly like logistical problem, with some preparation you can even think at a system with light and heavy wounded and some MIA return depending of the battle result. All you need is a rooster under excel for example where you enter some data like MIA KIA WIA, win lose or draw, if its red or blue (with medic) or insurgent, mobile battle or not etc etc... so you enter just MIA KIA WIA data and the rooster give you number of WIA return MIA return, POW etc etc fill the team rooster with this data and send it to the team or let it access it by a dedicated web site you can even generate some time before return in the same way than material and mechanical failures and so on the player for after battle report need, once his got his result, to fill and organize his men b by unit remaining men stay in a pool This kind of game need a lot of organization with strict document discipline format (orders, unit rooster) and you need to delegate as referee a lot to players and be confident in honesty of players the main concern is in fact the scope of the campaign, we can imagine play most of the war but not under CMSF, only well balanced scenario are played or critical battle, other engagement had to be manage with operational game rule. @sdp did you adapt an existing set of rule or did you create one ?
  5. And why try to made something together. I know that we surely have different designing ideas, but it could be interesting to see what each one could bring to others. I played some MBX, and try to think at some rules. There is huge limitations for designing this kind of thing alone: Designing maps (there was an interesting tool with CMx1 that let you create huge map and generate only portion of it when need) For the ORBAT i can send it at who want it, i work on it this previous week and enhance the previous one i post on the site, and in a game purpose view i complete all Known intel with false one (designation numbers for example) Same for the TO&E where there are well known and unknown intel, but in most of the case even when you have good known intel it sometime very far from the Game TO&E. So i will be glad to send it to everyone need it.
  6. Yeah it come over again My little wish list... I know i'm dreaming but... the "beloved" syrian truck and his not less "beloved" US one An armored truck for syrian, a BTR-152 will be perfect ZSU-23/4 and ZSU-57/2, Syrian use it a lot in urban warfare in lebanon, russian do the same in chechnya, i know that most of syrian ZSU-57/2 are no longer used in line but i think than most of them will be used in reserve For the same reasons ZU-23/2 and ZPU-2/4, dismounted and on pick-up, trucks and BTR-152 May be 60mm mortar for commando but don't know if they use it... 152mm artillery, fews in service most but a lot with Guard (2S3) It seems that Syria use also 105mm gun (M-102 chinese copy) and 76mm mountain howitzer, the first is surely used with commando, the second surely by mountain brigade a last wish will be about the ags-17, i don't understand to don't have it in BN TO&E under BN command, and to don't have it for airborne and commando and i will forget, about the RPO, it will be cool but don't know if Syria got it, and if they got it, don't know if it will be extensively used outside commando and engineer units.
  7. Just to know how many people could be interested in a CMSF meta campaign. I know that some people are already involved in designing some, but not in the same way, so i will be interested to know who made what at this moment and who will be interested in designing it or just play it. I made a "new" Syrian OrBat/TO&E and may be somebody will be interested in. Thanks
  8. good definition... 1 mile/hex, its a little bit small to disperse a BN in desert or even a syrian brigade, a CMSF map is larger than that... are of influence for a BN in NATO term is less than 10 Km, with a area of interest of something between 20 to 30 Km. You had to think to turn frame, a 1/2 Hour turn during large engagement could be good, with a classical 4 to 8 hour turn for routine and movement, with a base movement speed of 20 Km/H, 1/2 Hour made a base displacement area of something around 5 Km... IMHO i think that something between 5 to 10 Km will be good....
  9. yes you re right especially if you want to maintain a kind of fog of war during and after battle, player can't go to the last battle screen showing all results... The only way to do this is to permit to players to do the job themselves, and send their sheet results (casualties) with the last file of the battle, referee can have a look or not but players don't know... but its difficult to avoid the body count... The first things to do is to se how many players could be involved in such campaign, and at which level...?
  10. Hi, yeah if you want something more than a QB generator, and add all the flavor of a real campaign, you need a rule set to track all unit in_out of the operational map, play all OffMap actions (SOF, ADA, SSM, Log ...), something detailed enough to be at least as realistic than CMSF, and Basic enough to be playable. There is a good basic rule set that could be use, like i said previously, its the one made for Harpoon to add a ground unit layer to harpoon scenario, this rule set was made for the H4 edition of the Falkland war. For a syrian campaign, most of Air war and ADA interaction could be really abstract and simple to use and the ground rule could be simplify. The hard part is the interaction itself, keep tracking of all loses, ammo in CMSF and have a good system to track all this at the operational level. The best thing to do for this (i think) is to generate a kind of Excel sheet that track all this at a high level of realism, and generate itself value for the operational layer, players got one sheet before the battle, and once the battle is finished send it with the last save game to a referee that only track final result for each unit in the spreadsheet. The problem is also the level of the campaign, with one player /BN, it made a very large team to simulate at least a division operation... Another possibility is to separate operational playing and tactical one, with a team playing only division, and a pool of tactical players playing only CMSF scenario. You can also stretch the campaign only to a division operation, other part of the campaign being played abstractly. For the syrian player its different since the attrition level can't have a system where a player is attached to a particular unit (thats made a lot of player for few party each) Anyway, i post also a docs where i give all docs i find to made an ORBAT and a TO&E, its a personal view, especially for the TO&E, because i find very fews indications of tactical organisation so i take classical old style soviet TO&E and adapt it. Some indications and choices made by Battlefront are not followed in my TO&E because i don't know the sources they work on, and sometimes i don't understand their choices, for example the fact that in CMSF AGS17 teams are only present in reserve units... this docs certainly need works to precise some points, if need i can work some something more precise and complete. syria ORBAT 2.1.zip
  11. the brigade numbering was mainly from various docs i found on the 73 war and so i stated that most of brigades are still in same division i stated that except all fully mobilized division, other had at least 1 brigade in reserve, some mech got 2 arm X for this, 1 surely a reserve unit with low rank MBT some source stated that some of the SoF III are part of the 14th Abn division, i staed personnaly thats not the case, like in most non democratic country where you need a lot of commando/paramilitary units, here except for the 4 SF unit trained for golan height operations (it seems this unit are highly skilled like stated green beret who work with them during desert storm) other are surely of low utility in a military campaign i forgot the 2 heavy art brigade and 2 AT brigade garrisson on golan height with most of syrian heavy art assets, and older static MBT used as AT bunker got also an art TO&E, got the same for regular unit but on paper only, if i got time or if need i will post it latter
  12. here an ORBAT i made with various sources and docs : I corps HQ DAMASCUS Area: dara/Israelian border/Jordanian border 5th Arm XX (17&96 Arm X, 112 Mech X) 8th Arm XX (62&65 Arm X, 32Mech X) 9th Arm XX (43&91 Arm X, 52 Mech X) 8 & 9th Arm divisions, are at 100% readiness, and had to be consider as elite unit (in syrian standard) 6th Arm XX (12&98 Arm X, 11 Mech X) 7th Mech XX (58&68 Arm X, 78 Mech X) 14th Abn XX (four Abn X) more in line of commando/SoF unit for interior security 1, 2, 3 & 4 SF III (BN sized, with 2 heliborne trained for operation on golan height, other two trained in SoF/Counter Insurgeency) Al Saïqa II (may be the old 82th Abn II, the lone real SoF unit in Syrian ORBAT) II Corps HQ Zebdani Area: North of Damascus, Libanese and E/SE border) 1st Arm XX (44&46 Arm X, 42 Mech X) 3th Arm XX (47&82 Arm X, 132 Mech X particulary loyalist, used in Hama repression in the 80's, at 100% readiness and considered as elite 11th Arm XX (60&67 Arm X, 87 Mech X) 4th Mech XX (1 Arm X, 61&89 Mech X) could maintain special insurgency capacity, include most of Saraya Al difa (regime defense unit), may the only mechanized 100% effective in peacetime 10th Mech XX (51&85 Arm X, 123 Mech X) 5, 6, 7, 8, 9 & 10 SF III (BN sized) the 5th may be dedicated in SIGINT installation protection, 9 could be an instruction unit under command of III corps at Aleppo, 10 may be a reserve unit. III Corps HQ Aleppo Area: West coastline, Turkish & Iraqi Border 2nd Arm XX (14&15 Arm X, 19 Mech X) the 2nd division is an instruction unit Non attached units 120th Mountain infantry X (elite) Border/desert guard X (BN/regiment sized, motorized, elite) One Arm X (designation could be 27, 8 or 70) 2 motorized brigade (deisgnation could be 40 at Tadmur, 138 at Mazzeh, 155 or 69 anywhere) 12&13 Motorized XX (reserve division unit) 3 motorized infantry reserve X (designation unknow) 1 art reserve X (designation unknow) 31 infantry reserve X 4 Arm reserve X 3 Art Reserve X 3 SSM X 1 Coastline SSM X 4 Marines unit (coy/BN sized) for Gd duty in naval installation, one of this unit could cover a combat swimmer SoF unit of coy sized some of this unit could be part of both reserve motorized XX Mech Guard XX (formely Arm XX with 3 arm and 1 Mech X) 1 U/I unit designed as Saraya Al Sira (defense force) or Coy 549 (# 5000 men), counter insurgency unit 8000 paramilitary (local defense force) 100 000 militia (baath party)
  13. I think its effectively too big. There is an initial choice to made : Did you made a scenar where you simulate the whole conflict, or did you simulate part of a bigger war ? The first case is far more heavier and detailed than the second and far more spicy. In the first case you have and have to maintain a large team but you can explore real C4I and planning problematic, in the second case (if you used a boardmap game for example) its a kind of aleatory scenario creation where the you just create a context to have more possibility than in a 1 player campaign. In the actual MBX we use the ground rule made for harpoon for the reedition of the falkland war with harpoon4 but you need authorization to use it, anyway the rule concept could be used for something else, you don't really need the combat matrix since all combat can be made with CMSF but you have all operationnal timing for movement and logistical issues, anyway in all case you have to adapt rules to make yours and need i think something like 1 year to test interface between operationnal gaming and CMSF (1 BN by player, you need something like 10 plyer for a whole division, its the max you can have for a long period, you need also may be half dozen of player as referee: 1 main referee, 1 referee by team for routine, 1 map boss, 1 tech boss for forum, and file, website and so on, and somebody to make some research...) and half a year of preparation for each team to plan something before gaming (in fact during the global thunder MBX, the first stage game at world level was used for each team to plan their operation with a credible world context, we do the same with the actual MBX), its a long way but this kind of gaming is incredible.
  14. Don't know how you see a CMSF metacampaign, but i think that the MBX is at a size far larger than the CMSF context. We play the MBX in 3 stages, the first was only political at world scale, the second stage was an operationnal one, with northern atlantic and north europe as field, the last part was the tactical, but involve a complete russian VDV division against a MEB and other norwegian brigade (not so tactical). only a part of the tactical stage was played under tacops since the game cannot handle all units of complete division, and it will be the same for CMSF. except the tactical part played with Tacops and harpoon for the air and naval part, all military order was more in a "real" style, thats mean that most of the game mechanics was handled by mail exchange... We played during 2 or 3 years with a staff of half a dozen of persons in my team (red) and with only 1 referee with some help sometimes, its a huge works where its difficult to maintain the same team and the same figthing spirit along the game. Anyway the best thing to od with CMSF is may be the CMMC game made by steve althouse (that was part of the MBX) with a dedicated forum and a dedicated tool to send and receive order at an operationnal level. I also participate at an early stage at the CMMC but i don't play it, too much time need... For this you need : 1- a good exchange system, a good one could be like in CMMC a forum... 2- a tool to send, treat, create, receive order, with teh bill jennings MBX we use google heart, but the tool of CMMC is perfect i think for CMSF 3- rules to track everything at a higher echelon that CMSF don't track like ammo, fuel, reparations, relief forces, CAS support, ADA defense, amphib ops, SOF ops, intelligence, strat strike, civil affair, economy and social problem at some point, diplomatic and political issue, operationnal goals with operational victory conditions 4- a tool to quickly transform operational map in a CMSF tactical one, a way to extract the same map and only adjust bombshell, ruins and effect of a precedent battle
×
×
  • Create New...