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ROAD OF ALL FEARS feedback *SPOILERS*


Erwin

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Great situation and mission... The briefing was good - gave the right amount of info and easy to understand the objectives.

Have just started the first few minutes, but wanted to give immediate feedback in case you can make changes:

The trucks including the one with AA guns start moving trying to find cover as soon as the shooting starts. So, not only do they get in the way of each other and the BTR's, but also the twin AA cannon are hard to use since trucks do not like any fire directly at them even from long distance. I got the AA truck to stop trying to hide and force it into action only after the first enemy ambush was suppressed by vehicular and grenade fire.

Ideally, there should be a safe set-up position for the trucks. Otherwise, maybe start them dismounted?

BTW: The RPG is just evil. Already pranged a BMP, the Recon HQ and 3 of one of the recon squads. Not sure what one could do to avoid casualties from that bugger, since he's keyholed and one can't really avoid moving into his kill-zone.

Having lots of fun from the start!

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The briefing has been redone from the first released one by SLR. Very frankly his, is better than mine. That is, why credit is given to him along the designer in the operational screen.

To Erwin:

For the trucks, I never had any back up problems with them during the testing, while they stayed at their initial location. Moving them elsewhere, would not have been clever and would result in having them destroyed right from the beginning. Besides, tracks backing in all direction would have not been a nice thing to look at. Care with the set up location was taken to prevent that.

However, if you wish to move the trucks and the tracks within the set up limits, be advice that if you move them farther away than their starting location you will more probably get within an enemy LOS :D

So there won’t be any change made in the actual set up.

****SPOILERS****

If you don’t move the trucks, they won’t be in the enemy LOS. So they won’t back up under fire.

However, the AA truck backs up once it is engaged. Stop it and have it return fire.

To avoid that, have it, with the 2 BMP’s and the BTR’s engage the hill and its immediate areas as soon as you begin the battle. Then correct their fire zone accordingly to the enemy units being uncovered.

The AA truck is particularly good to suppress the hill summit fire.

Use your mortars as well while waiting for the first MI 24 in the next 30 minutes.

Do not try to have a track crossing and or getting close to the destroyed and or the temporary causeway. Dismount the troops and have them cross at the destroyed bridge. They can set a base fire from there. Clearing the hill will be the next task. Once that has been done, you can have the tracks cross the river and proceed to your objectives with caution and air assets clearing the way for you. From that taken hill, you can call with a leader your MI 24 and M17’s against uncovered and or probable ambush sites.

****SPOILERS****

Cheers

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I did not move the trucks or AA truck from initial set-up and they moved all over the place as soon as the enemy was spotted/started firing. You may want to double check that.

imo you shouldn't need to tell folks the "trick" re not moving past the first BMP with vehicles until the recoilless is KIA. And why would one simply pre-emptively fire at a large expanse of hill without first seeing any targets or reason to fire. One doesn't have unlimited ammo.

I did dismount and move my recon ahead as that seems like good tactics. However, after all units suppressed/killed the 3 sets of spotted enemy on the far side of the river, the recon guys did not see any other enemy. It seemed that was a good time to bring up the HQ BMP. But, I only moved the HQ bmp to a position just a couple meters(!) in front of the the lead BMP and it was immediately pranged killing the HQ. And then the recoilless also shot at one of the recon squads causing 3 casualties.

I suppose maybe I should have moved the HQ BMP only till it was level with the lead BMP, but even there it could have moved into a keyholed enemy kill zone if just a couple meters makes a difference. So, I don't have a problem with the killed BMP and recon HQ and squad casualties. That is war. But, the trucks not starting in safe positions, and getting the AA truck to stay still and fire was annoying (more than anything else).

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To Erwin :

If someone does not want to be told about “the trick”, there was the spoilers mention as a caution.

However, I don’t think that knowing where the enemy might be hidden will change anything. If you do apply sound tactical drill, you will get through the coming ordeal not so badly. But if you don’t apply it rightly, then you will be in trouble.:D

That seems to begin with the trucks for you. If you don’t have suppression fire on that hill on the other side of the river, you are asking for trouble.

You have to recon by fire on likely ambushes spots, you have sufficient ammo for doing so.

I must tell you that even knowing what I could expect from the design of the scenario and of the A.I, I got in trouble, more than one time. But at no times the trucks were a problem, since I let them where they were at the beginning and moved them forward only when the crossing had been done safely and that the hill and road along the river had been secured.

You have to be aware, that the A.I will not respond every time the same way and that has nothing to do with the plan. It just seems that the algorithms analyse the moves you are making and if you do it in the LOS of an enemy, depending on the suppression fire you are putting on it or not, it takes the chance to shoot at your pixels troops. I confess that they do it rightfully, but fighting them was not a piece of cake for the Russians at the time either.

The only problem, if that can be called that way, I had, was with the AA truck. It is a prize target and you have to take care of that baby in the first minutes of the fight to prevent its crew to be wounded and neutralized. Nurse it well and it will bring havoc on that hill. Fire, fire and keep firing. Help the AA truck with the BTR’s and BMP’s suppressive fire. Keeping the enemies heads down allows you to fire the AA guns without being shot at, the way it happens when you don’t pour any suppressive fire on the other bank and hill.

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Thanks. I know you don't believe me, but I actually know all of that.

The only issue I have is the idea that in the very first turn one should area fire at a very large area "just in case". In your scenario, there are literally acres of potential spots in which the enemy could be hiding, including the hills to the road's immediate left. I concluded that area firing even 180 degrees around the convoy to take into account ALL possible ambush spots was a waste of ammo until some contact had been made. Maybe you made assumptions that a player is going to think like you and play like you - presumably assuming that there were only a few good places to shoot at across the valley.

Personally, I like to move my recon scouts carefully forward until they detect something assuming that the enemy doesn't fire or otherwise reveal themselves right at the start - which in this scenario they conveniently do.

If you are trying to recreate an ambush that has already started, I can understand the set-up. But, your briefing gives no clue that one is already being ambushed, so...?

Otherwise, I guess I would prefer to have the trucks be able to start in a safe location and move forward only after the combat troops have scouted our ambushes. At least that is what I would do in RL.

As I said, I did NOT move my trucks from the original set-up positions, (well maybe the AA truck), but the game system makes em all move around trying to get away. It didn't affect anything materially, since no trucks were damaged, but it was irritating. I simply wonder if they should start dismounted.

BTW: I am enjoying the scenario. Am just giving you player feedback in the hope that it's helpful.

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Hi Erwin,

I do believe you, but I did not think that you were looking at the left cliffs for a possible base of fire being there.

You are right, since I have made the scenario I do react more or less with the knowledge of what I have done for the Mujahideens A.I. But, I do react also accordingly to what I have to go through in order to bring these trucks safely across to the Kundar pass.

That is why I am moving forward doing a Recon by Fire on likely ambushes areas. In RL, that would not be necessarily allowed, the ROE being very strict. If some player wants to play it that way, he has to move a scout team very cautiously forward in order to uncover any hiding AT teams that could be spotted at a far distance and or troops that could engage the team at a shorter distance.

From that moment, mortars and air assets if available can be called. Meanwhile dismounted troops offering smaller targets can move, try to outflank the enemy and or set a base fire, allowing other squads to do it, by fire and movement.

The tracks should be used has a static base fire as long as the AT have not been suppressed, that is if they are not in a lethal emplacement. If they are, they will have no other choice that to move to a safer location, with all the danger that such a move might bring.

In the game scenario, the ambush has not yet started, but it is going to get going any time. For the rest, that hill, across the river, we are talking about seems anyway an almost obligatory objective. Take the high ground and you command a view on the bridges, the village and the Kunar pass. From there you have a very good view on the way you will have to travel through. More, from the hill top, you can, as I wrote earlier have a spotter calling the air assets and or mortars down on seen troops.

Because of that importance, that hill should be manned by the enemy and have most likely HMG and AT assets on it or near it zeroing unto the bridge and its approaches.

That is what I would think if I was there.

The enemy knows it, so that should not be its only ambush site. Is it its bigger one? that you will have to discover along the way.

Glad, you like it. Let me know the ending.

Cheers

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Fine, but pleeeze retry the first turn. I can't understand how your trucks didn't move all over the place trying to get out of the line of fire. It's unnecessary, since none were hit. But, it just felt silly, and I know how much work you put into your designs to make em good.

I would have thought that a good commander would leave the trucks and AA truck in safety while he recons ahead. Bring up the AA only when specific targets were located. And only bring up the trucks when the enemy is neutralized.

Failing that, I urge you to consider starting with the trucks dismounted, so it's not such a silly circus.

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To Erwin:

You were right to insist. I got the answer, when I read in your post "retry the first turn". You are playing Wego and I play Real Time. One minute time makes a huge difference. I tested it in Wego,,the trucks and the AA platform moved back, but no shambles. What prevented it partially, was the fact that I had laid fields of fire nearly for all, that is for the BTR's, BMP's and AA platform.

To play RL prevents the trucks to back up simply because you can bear fire on locations being uncovered at will and instantly. In fact I have seen on Wego four of them being uncovered, but as you know you can only watch the fight.

Your idea to dismount the trucks drivers is probably the best answer that could be thought about for the time being.

If one considers Wego, the trucks could be brought later with a small escort to the point where they are found at the beginning, assuming that at that time the hill facing the river has been cleared of all the enemies.

If we consider the scenario, the elements must remain together in order to bring mutual fire protection. That should be the same in RL.

We have to consider that in that scenario, the convoy moving up to the river and bridge crossing has been halted there. From that point, they are in Indian country. The trucks therefore are better there for the moment that if they move forward. The crossing site clearing is about to start.

Wego first turn end

firstturnwego.jpg

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Yes, I should have clarified that I play WEGO.

It's a fun start, but the RPG is proving hard to completely kill with the grenade launchers and I don't want to run thru all their ammo. Am bringing up three BMD's to direct fire at it and I have arty in another 6-7 minutes. Hope I don't have to being up the AA truck as that makes me nervous getting it so close to the enemy-infested hills opposite.

In meanwhile I will move the recon and a platoon of inf as far forward in the shrubs as I can to see if they can spot more enemies ahead.

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Yeh, I was surprised how inaccurate they were at only 300m considering their stated range.

One issue am having with this scenario, perhaps it's an issue with CMSF as well, is that sometimes I feel foolish for attacking with ground forces at all until all arty and air support is available. In this case, I shot up the sniper and IED team, AT team and other units across the river, crossed the river and started to fan out with the recon units and one platoon, and move along the road with BTR's.

At this point I see an enemy FO and other units and engage with the 12.7mm of the BTR's. But, the effect is minimal. Then I start to take casualties from a 2nd unseen AT unit and explosions rip through one of the squads KOing all but 3 guys...

Now, if I had done nothing but wait for air support I could have simply area targeted and had the units strafe and bomb. But, sitting around and waiting for 30+ minutes for the first air, and almost an hour for more is a bit boring. Hence my impatience and premature advance/attack along the road.

I would recommend that there be one or more "side missions" that can reasonably be accomplished "safely" by the forces available until air arrives. To me this is a fun game first, not a simulation where maybe it is "realistic" to sit around doing nothing till support arrives in half an hour.

If the intention is to have the first part of the game be recon, then the question is why have all the other units available at the start if it's inadvisable and unnecessry to use/move them until air arrives.

Alternatively, simply have the air arrive a LOT sooner - maybe 10 minutes or less. That way the road clearing can progress sooner.

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To Erwin,

You got a point that is if you look at the scenario on a player side unwilling to applying normal procedures. These take time. In all military operations, you have a time schedule you have to get along with, if you don’t want to run into problems.

I understand that you don’t like to stay put for half an hour while waiting for a CAS from an MI 24 schedule around that time. You told me you were playing Wego. Wego is giving a different feeling and situation awareness than Real Time (which I am playing). Since, you can not change things during the one minute turn over, all that as been set before you push the red button, will be played for the best or the worst. More you won’t be able to change an action whatsoever if something not seen earlier is suddenly, putting a wisely thought move down the basket.

I must however recall you what I wrote earlier in the post. I dismount the Recon elements and have them cross the destroyed bridge, while all the tracks, the AA platform and mortars are putting down suppressive fire on the Qala E Shahi hill uncovered and or likely thought ambushes positions.. Around the same time I have the grenades launchers teams move to that bridge in order to set a fire base toward that hill and the grounds toward the Sherkhankhel causeway. Thereafter, the recon elements with a leader a leader acting as an FO will move toward the high ground to be able to direct fire for the MI 24 when it becomes available. I won’t have them engaged into a firefight as must as I can.

That move takes me around 20 to 30 minutes, just the time to get the MI 24 attack helicopter. From their vintage point of view the recon team is now at an orchestra seat and they can play the MI 24 partition to the best. It will be better next with the fighter bombers.

If by chance I think that the Qala E Shahi hill is safe, I even succeeded in few of the numerous battle I fought during the testing in bringing the 2 BMP’s across and on top of it without being engaged too dangerously. I am not saying that it is easy!

For the rest, you have to be aware that we are fighting a scenario of the 80’s. the Russians could not provide CAS (close air support) during the entire time span of an operation. Even now days, you might have a chopper going down the road in the morning just prior to the opening, you might have one nearby (involved in another duty) and another one on call within a quarter to half an hour time. It is about the same for the airplanes. They can be flying a circus pattern and be called within 10 minutes.

But what all these assets will do if you don’t know where to drop ordnances and or strafe. Not good things since the Mujahideen’s are not foolish enough to stay in view of these assets. You can only fire in an area if something has started to fire on you. You know it is somewhere in that area and the CAS will try to make them run for they live and or lose it.

Besides all these considerations the ROE are very strict.

Normally, in such a scenario, what could have happen would have been to bring at night (not so easy at the time) on a know LZ on top of a hill a small team. Their task would have been to survey the area that would be covered by the convoy and call CAS when necessary.

In that instance the high ground retains its strategic importance. That is why the Qala E Shahi is so important in the scenario.

You can not have a Montgomery battle plan being set for a convoy. It will cost a lot of money in ammo being spend, in planes and airplanes mechanical overhaul. So I usual the infantry, even if they are carried to the battle in tracks has to do it. It might cost some lives, but they are not accounted the same way as all the materials being used.

That is why you might find yourself lying in a ditch besides your track for one hour and more, while you waited for a CAS to clear an enemy position blocking your tracks advance.

So, at least in the scenario you don’t have to wait, if some of your pixels troops are mauled down, you can try it again another time.

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What you describe sounds more like a training situation, where there is one solution to the "puzzle" and the lesson to be learned is that if you try anything else you'll get mauled. It takes the decision-making process away from the player and it's like we have to read "the training manual" as to what actions you want us to take as to how we should proceed most efficiently.

In a game that's limiting. So many of the set-up decisions have been taken away from the player, and I am realizing that I am struggling to figure out what YOU intended the player to do rather than figure out my own innovative plan.

What I love about scenarios like your ROAD OPENING is that there appears to be several genuine "strategic" possibilities re how to set-up and how to proceed, and so lots of decisions to be made which is the essence of a great game. In that game, you allow us to even attack down the road with the Marines and use the ANA to do the flank attacks. I love your new set-up (altho' I am still struggling to complete the last of the CMBN Campaigns so I can return to CMSF and play ROAD OPENING).

I think ROAD OF FEARS would be a more interesting scenario if only the recon start on the map with maybe one of the platoons arriving in "x" minutes and the 2nd platoon, trucks and AA truck in "y" minutes so the challenge is to clear the first part of the road sufficiently so that the trucks can arrive safely at least, while the rest of the road is cleared. I think that then the first part of the game would be recon followed by suppression of enemy positions.

BTW: I found it odd that the recon vehicles are the best weapons. I would have thought that the BTR's would be recon and the BMP's would be part of the main force. Was that Soviet doctrine?

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To Erwin,

I clearly understand your will to apply the tactical schemes you might think fit for that CMA convoy counter ambush scenario.

You are surely aware, that the ground features in that scenario are such that I don’t see any other tactical drill that could be applied without sustaining heavy casualties. That is, accordingly, within the available time frame of the air and mortar assets. To have all convoy where it is at the start or elements of it coming at a different time won’t change a lot the scenario.

The road where the convoy has to move through is like a funnel squeezed between the river and the hills on either sides, offering good LOS and hide out for ambushes.

That is why, I wrote that the high ground – Qala E Shahi - has a strategic (tactical if you prefer) importance. Who controls it, controls the road, the bridges cross over and the Sherkhankhel causeway leading to the Kunar pass.

There is no other way to look at it. That is, with what you are given in the scenario.

What seems to you a battle drill is just the only template to get through that first river crossing more or less unscathed. However, it is you the player and only you, who will move correctly and determine the right field of fire. It is you who will call, from a suitable location,the air assets and the mortars. It is you who will reach the Sherkhankhel causeway and cross it

As you see, you have many things to do, even if it follows roughly the tactical advice been given. You still have to do them at the right time, the right way, have the FOW (fog of war) on your side and just that stroke of luck that makes such a difference when it comes at the good time.

However, your proposal to have the recon first, then the main body and or part of it coming in when the threat is reduced and or neutralized could be done in a new “Road of all fears 2” like I did it taking in account your remarks for the “A Helluva Road Opening 2 “ scenario

For the time being, I am finalizing the “take the high ground“B-N campaign fought on the US side. In it you will have plenty of tactical choices, some I have surely not even thought of during my assaulting testing.

It takes a lot of testing against the German A.I. So I don’t have that much time left for CMA.

About, the recon forces vehicles. Usually a lighter and faster wheeled armored vehicle is used, but in that scenario it will be damaged right away. A BMP will fare better. Speed is not the primary concern, firepower is.

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Firstly, I am enjoying the scenario, so plz don't think I am carping.

I hope that my feedback may help improve either this scenario or future ones you may do.

With HELLUVA ROAD OPENING v2 you give the player many strategic choices at the start which I really enjoy. It also means that scenario is very replayable.

ROAD OF ALL FEARS doesn't give many choices from the start and I haven't restarted as it's replay value wouldn't be so good. If I were to replay it, I wouldn't send anything forward except for the dismounted recon. It's fairly easy to suppress the enemy when they fire (way too early for a decent ambush imo). But, it was hard to kill em.

I tried sending in an infantry platoon but they got casualties from other unseen enemies. So, the best thing would have been to wait for arty strikes and for the air support to arrive. But, that makes a for a somewhat boring 30-55 minutes till they start arriving.

I keep hearing that we should be shooting at all possible ambush sites, but to me there are so many and the Soviets just don't have that much ammo. The AA truck in particular goes thru ammo fast, so I wouldn't want to fire that speculatively.

Probably, I needed to be more patient with the recon troops. In CMSF and CMBN, 30 secs to a minute is usually enuff for some sort of enemy indicator to be seen. In CMA I wonder if one needs to sit and watch for maybe 3-5 minutes.

BTW: I really didn't like that you had the lead BMP set up a couple meters from where the recoilless was keyholed on. It seemed like too much of a "coincidence" and it was annoying to move a vehicle 2 meters beyond the lead and get it pranged - unless that was supposed to be the start of the ambush situation and designed to give the player a shock.

Once again, my overall frustration with this scenario is that there appears to be one way to proceed and if you deviate from that strategic plan, you will get whacked. Once one knows the "trick" one can proceed with efficiency. Also, I am still puzzled why the BMP's were in the recon when they are the ones most likely to die. Again, if I replayed, I would dismount a platoon of inf and use their BTR's as the recon vehicles, since the BMP's possess much more support firepower.

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To Erwin,

Don’t worry I am not thinking at all that you are doing some carping. On the contrary I think that your comments are and should be useful to players.

The only thing I am not on the same wavelength as you are is about the 30 or so first minutes.

A visual recon of the ground features at the set up do not show, but one way to get on the road running on the other side of the temporary causeway and or destroyed bridge.

That is to cross these. The immediate question is the following. Are there enemies weapons sighted on that area? It is obvious that there are some.

Resulting from that, there are 3 options left to the player. To have the BMP’s and or BTR’s cross with their mounted infantry, to have them cross without them and or have the infantry cross alone.

These 3 options have to be done with suppressive fire pour on likely ambushes area (to force them to leave their hiding posture) and by direct fire on seen enemy force.

The first thing that has to be done in that scenario, like it would be done in a real Operation is to move dismounted infantry toward the likely crossing area with caution. They offer a smaller target than a track. The enemies will try to react at their move. That way your BMP’s and BTR’s, being where they are, will offer a pretty good base of fire to suppress these positions.

To move the infantry, have it cross and establish one or two base fire along the way, will take 30 minutes at the most. The MI 24 will be available at that time and the crossing of the tracks will be attempted as soon as the MI 24 will engage enemies within the area being designated by the forward squad officer, acting as a FO.

So, you don’t have to sit for 30 minutes doing nothing. If you do, you won’t have a sufficient time left to carry on the order to get to the Kunar pass and that even with all the Air Assets.

You are right to mention that if the first BMP in the convoy is moved few meters forward it will be shot at and probably destroyed. But once again, you are playing WEGO. Usually the first round miss the track, the second one hit it squarely. In REAL TIME, you can react at once and back up. You now know that someone doesn’t like you on the left part of the map and you will react accordingly.

About the ambush:

You are right once again to point out that the ambush starts right away. Well, if I had done it like it is done in a real operation, since the goal is to take the 3 trucks and they money, I would not have the Mujahideen’s fire at that moment. I would have left the convoy cross the temporary causeway and they would have been blocked just before entering the S bend prior to the Sherkhankhel causeway. Firing on the first elements and having eventually mines on the road to stop it. Fire is open also on the last elements at the same time and then along the convoy from the left hill (on the river other side) and from the right hills along the road. The ambushers would have opened their fire at very close or near range for all units being on the river side of the convoy and greater range from the other side of the river.

The Russians have been caught few times that way. Obviously they changed their tactical convoy lay out. They usually had a small party with BTR’s and or BMP’s moving forward and establish a base fire along the way at a place where they were able to watch the convoy progression. Once the convoy had come level with them, another party, having remained with the convoy, was then moving forward to do the same and they would rejoin the end of the convoy when it will come level with them and so on.

Doing it the first way in the scenario, delimitating ambush range for the A.I, will have allowed the first elements to cross and then the ambushers will have fired. That will have ended the mission if all vehicles have stayed together. On the contrary if they were only one element of the convoy, we will be now in a situation consisting at trying to move the other elements forward without being harmed. So we come back to a situation worst that the one we have at the beginning of the scenario, since we have sustained casualties from the ambush, and that these troops, BMP’s and or BTR’s would have been necessary to secure the travelled grounds.

The best advice I could give is to play the scenario REAL TIME, since it is closer to the reactions someone could have in ambush. The player reactions will depend closely of his situation awareness. Someone staying cool and catching the important things that have to be applied at once will fare better than someone being stunned by the starting ambush and not doing anything to counter it.

In WEGO the game makes you behave like if you are stunned and not doing anything. Even if it is for one minute it is too long.

Trying it in REAL TIME will not make you see the things the same way. WEGO and REAL TIME are two different worlds for that sort of scenario.

Cheers

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I think that playing in RL is the way to go as you are correct about it being frustrating in WEGO. You may want to add that advisory in the scenario description.

I led with dismounted recon (survivors) backed up with one platoon of inf and then the two grenade launchers. Altho' I found the grenade launchers rather inaccurate due to the fact you well-positioned enemy on crests, or just behind em. The AA truck and massed fire from all BTR's was more effective I think. Also the grenade launchers have relatively little ammo and no resupply (maybe another issue to look at). However, in RT one could stop em firing for 1 minute and wasting ammo.

I think I got the recon and inf (plus one or two BTR's) across the river within 20 minutes, then I should have just waited for air since moving the recon and inf further just causes more casualties.

This scenario takes a lot of patience and one needs to wait around a bit. Even the arty takes a long time to arrive. Definitely a different character of play to CMSF and CMBN.

I still much prefer what you did with A HELLUVA ROAD OPENING, which basically is a very similar mission - with the addition of ANA guys stuck in the outpost.

What was great about AHOARO was that there were several sub-missions to perform. So, while one was being patient in one area, one had action in another - hence no boring periods of time. Suggest you use that "formula" more often.

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To Erwin,

CMSF Marines“A Helluva Road Opening” and CMSF Marines & Nato “ A Helluva road Opening 2” are presenting, as you wrote it, numerous movements possibilities. The ground features are permitting these and effectively someone can fight on the left, the center and or the right and even on all three axes if he wants it.

That can not be done on the CMA “Road of All fears”. That does not mean, however that you have to fight a more or less textbook or tactical drill battle. You have to use these and adapt their knowledge to fight your way through the ambushes areas, the way it seems best for you.

There are other different ways I have not talked about, since I don’t think that they are worth the result that could be expected due to the game limitation.

For the time being I won’t do any change to the scenario, not figuring what could be done besides modifying the ground landscape and offering more space to move around. But, that was not what I wanted to occur when I started to design the scenario.

I really think that you will be interested by one of the BN campaign battle I am testing at the moment, «take the high ground” I had a post about it.

As a matter of fact there are some many attack options that, I am having difficulties finding a way to get to my objectives against the German A.I. . I do believe that you could try your hand on it, if that please you and let me know what you think of it. Wego if attacks are done on multiples areas has to be considered giving an advantage against RT.

The testing is not that easy, since I have to guess what the casualties would be in the CORE units at the time of that battle. So all the previous units are present without any loses and or ammo depleted.

Cheers

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Well currently, I find this scenario follows an uninspiring pattern: 1) Move recon a few meters; 2) Sit and spot (or get shot at); 3) Suppress enemy fire/units with direct fire, and/or; 4) Wait for arty. and/or; 4a) Wait even longer for air; 5) Move recon a few meters; 6) Follow with convoy.

I know I'm flogging a dead horse here, but ROAF would greatly benefit as an entertaining GAME SCENARIO if there were "side missions" etc. to get us through the repeated 10-20 minutes of waiting for air or arty.

At the moment am getting through the xnt A BLOODY RIDE CMBN campaign. But, I find myself getting bored with CMBN (I think it's the small maps and lack of maneuver opportunities), and am really enjoying playing CMSF and CMA again.

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