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Imperial Grunt

Task Force Spartan Resolve

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Unfortunately the game crashes when I try to upgrade it. I have replaced the old .cam with the new one, maybe the game also needs the old file? At least that's how I remember updating a campaign game in the past. I have deleted the older version so can't try it.

I've got a request for information out on this issue so as soon as I hear something I will advise.

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Despite doing the third mission - War Angel down twice now, I can't get better than a draw, despite getting all five hide locations, the crash site and all but two of the minor location objectives. In one play through, I even killed all enemy vehicles except one and killed about half of the infantry. My losses were two WIA.

I'm confused. It states you rescue War Angel if you get a major victory or higher. What do I have to do to get a major victory?

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Despite doing the third mission - War Angel down twice now, I can't get better than a draw, despite getting all five hide locations, the crash site and all but two of the minor location objectives. In one play through, I even killed all enemy vehicles except one and killed about half of the infantry. My losses were two WIA.

I'm confused. It states you rescue War Angel if you get a major victory or higher. What do I have to do to get a major victory?

Hmm. I may have made the scoring a little too tough. In testing though a major victory was achieved.

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I've got a request for information out on this issue so as soon as I hear something I will advise.

 

 

Hmm. I may have made the scoring a little too tough. In testing though a major victory was achieved.

 

Any news? I'm still at the beginning of mission 3 and in dubio if I continue this weekend or await any update. Cheers.

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Just finished the 3rd mission (WEGO on Iron) and again I have to say I liked it a lot. The AI put up a good fight and I ended up with a Major Victory, it was really close even if the end result did not look like it.

 

The LRS platoon scouted ahead and ran into the first enemies across the river and between the houses to their front. They took them out with ease but the enemy hit back with a murderous artillery salvo that took out all of the LRS platoon except for the HQ and the FO. Fortunately that was when the Cav arrived. In the north 1st platoon advanced up the hill and ran into a shootout that cost them 4 of their dismounts. That made them cautious and they advanced very slowly after that. In the south 2nd platoon swiftly eliminated several enemy contacts until suddenly 3 BMP3s charged out of the woods near the town. Within 3 minutes there were burning Humvees and BMPs everywhere. Last man standing was one of the BMP3s that withdrew into the river. 2nd platoon was badly beaten up, only the HQ Humvee was still driving. The lieutenant grabbed the Javelin and jumped into the bushes ready to kill the last BMP but that stayed out of sight. The remnants of 2nd platoon fell back, ready to extract. In the north 1st platoon had taken overwatch position and called int artillery to soften up some troops they had spotted in the strip of trees between the fields west of the crash site. The ATGM Humvee got into position to protect against a counter attack from the road in the east and a Javelin team got onto the balcony on the top most house. They would play a very important role later. Meanwhile the JTAC called in an airstrike on the village hoping that the plane would spot the BMP in the river and bomb it away. But it came differently, several bombs came down over the next couple minutes, only after a while did I realize that these bombs took out T72s that had arrived in the village! I had just checked out hideout delta when I realized that my two Humvees are just 100m away from a Russian tank that started to move. A drone identified at least 3 enemy tanks (2 had been taken out by bombs), more than I thought I could take. So 1st platoon abandoned the idea to check out hideout Alpha and Charlie and instead retreated as fast as possible. The ATGM Humvee tried to sneak up on the T72s but as it had just fired a missile the gunner was taken out by a sniper and the missile hit the ground. Seconds later the tank blasted the Humvee away. 1st platoon had to get out of there. They raced up the hill but especially the team from Delta was in trouble. They dropped off their Jav team and raced like crazy up the hill. Too late, one of the two Humvees was nailed by a tank gun but just as the second one was targeted a Jav from the team on the balcony of the top most house hit the tank. But there were two more follwing it and the Jav team that had just been dropped off was to close to use its weapon, they ran. The second tank broke through the trees and got also hit by the team on the balcony. But that team now was out of Javs... and 1st platoon had only extracted about half its men into the safety of the woods. The third tank moved up and started firing its machine gun when suddenly the Airforce said Hi! A bomb struck it and it disappeared in a fireball. 1st platoon took a deep breath and evaluated the situation. The drone showed that all tanks and even that last BMP3 were burning wrecks. The two Airforce planes had blown plenty of giant craters into the earth around the small town. So 1st platoon did what the Cav does with only 8 mins on the clock, they got on their horses and charged, hoping to still find War Angel alive somewhere in all this mess. As they charged down the hill with blazing guns the Russians had enough. The surrendered. Pew, half way through the battle I though I had already lost and I only tried to get my men out there alive. But the Javs and the Airforce saved the day. Got to go and hand out plenty of medals, man those pixeltruppen fought hard today...

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None of the dropbox links are working for me. I'd like the campaign AND the modpack. :(

 

 

OK, the latest version of the campaign is here:

 

http://www.thefewgoodmen.com/tsd3/cm-black-sea-add-ons/task-force-spartan-resolve/

 

(The Repository has the original version, I am awaiting feedback on the save game issue from v1 not working in v2. When that gets resolved, I will probably make a few tweeks and push out a v3).

 

The SR mods are here:

 

https://www.dropbox.com/sh/x4zuglvhqx7t3i3/AAAW8E-VX8zdGIRzMO9Lv4jla?dl=0

Edited by Imperial Grunt

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Have been playing the first mission.  The scenario is extremely interesting as I greatly enjoy missions requiring recon and sneaking around trying to avoid contact.  However, have tried it 3 or 4 times now and I can't see how one can get to the ambush site within the required time (let alone the other objectives).  There are several enemy patrols so one can't just run it.  If one stops to kill em it takes time.  If one hides and lets them pass that takes time. 

 

I play WEGO and use HUNT a lot to avoid running into the enemy, so am wondering if this is designed for RT play where one can pause instantly there is a contact and take action. 

 

I can destroy the convoy (mostly with arty) with no friendly casualties with about 50 minutes left.  But once I start moving up the line of objectives, again there are enemy patrols so I find myself at the 2nd bridge with only about 35 minutes left - again with no friendly casualties (which I assume is important).

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Have been playing the first mission.  The scenario is extremely interesting as I greatly enjoy missions requiring recon and sneaking around trying to avoid contact.  However, have tried it 3 or 4 times now and I can't see how one can get to the ambush site within the required time (let alone the other objectives).  There are several enemy patrols so one can't just run it.  If one stops to kill em it takes time.  If one hides and lets them pass that takes time. 

 

A favorite mission of mine as well. There is sufficient time to reach the ambush site even at walking pace. In formulating your plan you need to trust the briefing which says that you should expect patrols on the roads and not all  over the map. Plan your approach accordingly. Ok you might come against a small surprise (or you may not) but it will not upset the general plan.

Edited by Euri

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One needs to cross the road to get to the ambush site and that is the first place one meets enemy patrols in all three playings so far.  Each time I have to fight or back track to hide which takes 3-4 minutes.  Once across the road I always meet enemy vehicles, so once again a delay.  I think fighting is a big error as I note I lose 500 points every time as presumably my force has been spotted/identified.  So, hiding seems the way to go.

 

Maybe I have been unlucky and there are AI routines where this doesn't happen.  But, I find the same enemy ambushes on the way to the next objectives as well.

 

Do you split the force and got after the objectives separately in order to get to all three in time?

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One needs to cross the road to get to the ambush site and that is the first place one meets enemy patrols in all three playings so far. Each time I have to fight or back track to hide which takes 3-4 minutes. Once across the road I always meet enemy vehicles, so once again a delay. I think fighting is a big error as I note I lose 500 points every time as presumably my force has been spotted/identified. So, hiding seems the way to go.

Maybe I have been unlucky and there are AI routines where this doesn't happen. But, I find the same enemy ambushes on the way to the next objectives as well.

Do you split the force and got after the objectives separately in order to get to all three in time?

There are 3 AI plans but they are selected randomly by the game, so it's possible to get the same one over again. But it's doable, keep at it.

You can watch Chris play the mission on YouTube, obviously there are spoilers.

https://youtu.be/BhYFOPmuw3M

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Imperial,

 

Do you have any additional campaigns you have made for previous CMx2 titles? I would love to get my hands on them and give them a whirl if I haven't already. 

 

Thanks!

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Imperial,

Do you have any additional campaigns you have made for previous CMx2 titles? I would love to get my hands on them and give them a whirl if I haven't already.

Thanks!

Nope, Spartan Resolve busted my campaign design cherry. I've got plans though. Classified info for now.

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Erwin,

 

I have come accross the AI plan you describe. 

 

My plan is always the same. I split my forces in two teams. A team comprises the MGs, the Sniper team and the Spotter. I advance them via the bottom of the map and bring them to positions where, hidden in the woods, they have lines of sight to the objective below the ambush site. I order to fire concurrently with the ambush.



Theam B comprises the three plattoos and the HQ. I advance them all together just before the road. There they come accross a patrol and they anihilate it. They are too many (i.e they spot better and have massive fire power). They advance furthe up the road. They get sound contacts from vecles approaching. They wait and destroy them. Then I advance them to the ambush site. There is time

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Euri:  I do something similar to you.  It still takes me too much tome to get to the Ambush obj.

 

Looked at Chris' video.   I can see he has a different style.  I am much more cautious and careful.  To me the real challenge is to finish/win with 0 (or close to) casualties. 

 

I was firstly surprised that Chris uses MOVE for his inf when he knows there are enemy near.  I thought that in CM2 one should only use MOVE when there is no chance of enemy contact as the troops are not configured to fight as they are when using HUNT.  (Has MOVE been changed to be more useful in a high threat environment?)

 

I can see two main reasons I run out of time: 

 

1) I used a longer more roundabout route over the road designed for caution. Chris also moves them in a direct line toward the Ambush objective. 

 

2) I use a scout element ahead of the main force.  The scouts are the ones who always spot the enemy patrols.  I use a combination of HUNT and QUICK with overwatch and almost never use MOVE.  Chris just seems to either MOVE or QUICK his guys in one mass without any forward scouting.  (He blundered into the enemy and even though he wiped them out, he lost 3 or 4 of his own guys before getting to the Ambush obj.)

 

I was also very surprised Chris sent vehicles down paths that have enemy foot and vehicular patrols.  I was expecting the vehicles to be massacred.  (I don't think I would ever move the vehicles in this sort of terrain, other than to immediately exfiltrate.  Does one get points for successful exfiltrate?)

 

So, while he did get to the Ambush obj in time, I felt extremely uncomfortable watching the video as it seemed to be a very high risk approach exposing his own core unit guys to high casualties .  I also note that he didn't seem to occupy the first objective at all - losing a lot of points.  Is there a 2nd video showing how he accomplished the remaining objectives and won the scenario?

 

I play CM as if it's me down there on the ground and I want to stay alive.  My sense is that this mission requires more time to do appropriate scouting and moving.  Alternatively, one needs to be satisfied with accomplishing the main Ambush, plus occupying the first objective, plus maybe a couple of the minor objectives along the river, and then exfiltrating. 

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Erwin, check out ChrisND's youtube channel, he does have another video wherin he completes the rest of the mission, and he also has a video of him playing the next mission in the campaign. 

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I made use of the vehicles for moving my troops from the Ambush spot to the other objectives. I had plenty of time left although I didn't need exfiltrating since the enemy surrendered after all objectives had been thoroughly cleared / blasted with artillery. IIRC 2 casualties.

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I really like the scenario so I will try it again (and again...).

 

If one knows the exact time the vehicles and extra arty become available, I could see making more use of them.  The arty can kill the visiting HQ by itself.  I used up all the 120mm asap as I was worried that the convoy would move away after a few minutes.

 

Maybe leave a squad behind to escort the vehicles to help out the inf.  I just can't get my head around driving em around enemy infested woods unescorted.

 

I will see if I can get to the ambush obj in time without getting into a fight or being seen by the enemy patrols.  That seems to be what is required if this was RL.  If I was a visiting CO, it would be pretty bloody obvious that it was time for the convoy to run away if I heard all that shooting a couple hundred meters away.

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Maybe leave a squad behind to escort the vehicles to help out the inf.  I just can't get my head around driving em around enemy infested woods unescorted.

 

I will see if I can get to the ambush obj in time without getting into a fight or being seen by the enemy patrols.  That seems to be what is required if this was RL.  If I was a visiting CO, it would be pretty bloody obvious that it was time for the convoy to run away if I heard all that shooting a couple hundred meters away.

 

IRL they could have used some silenced weapons. Imo your forces are too large to infiltrate past the patrols without being shot at / shooting them. 

 

Regarding using the vehicles: after finishing the convoy I attacked the nearest objective (nightmare?) and used the 120mm PGM on the BTRs and Tigrs while moving my vehicles up front. Using 2 hummers (1 mk19 and 1 mmg) to scout ahead I moved near to the other objectives, dismounting around a bend in the road or some other form of cover and using the vehicles as overwatch from there.

 

Using the vehicles was a necessary choice imo, plus the briefing said that there are no real prepared defensive so I thought it's not that unrealistic to approach the objectives mounted.

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