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High Value Package - Playtesting needed


Euri

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This is my first attempt to create a small senario on an existing QB map (with small touches). I am inviting whoever is interested to playtest the battle and provide feeback. You can be harsh - no problem. As it is my first effort, I expect it will far from perfect.

The brief is as follows: 

An LRS platoon with two sniper teams, a MMG team and Humvee with a heavy MG, escorts a high value double spy back for debrief. The unit is stationed in a small village behind lines waiting for extraction when they are told that sections of a Russian Motor Rifle Battalion will be upon them in the next few minutes presumably intending to strike a double blow: Kill the spy and exterminate an elite US unit. The only AT assets available are some launchers in the Humvees. Use them wisely. The best the HQ can do to help is to send 2 Apaches estimated to be available after 30 minute. Try not to loose more than 40% of the LRS platoon and keep the spy alive. 

Notes: 
1) The spy is represented by the UKR Air Controller
2) To be played as Blue vs AI only

https://drive.google.com/file/d/0B9z2aTq5oxcqbEZHVWRJc3c1SHc/view?usp=sharing

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Ok, gave this a spin using RT Veteran mode...and...it was a massacre.  The overwhelming Russian force, combined with a lack of any stand off AT weapons pretty much, in my opinion, guarantees the Blue player a butt whoopin'.  

I managed to equip everyone with AT4s from the Hummers...which can stop the BTRs, but only at point blank range, which means the BTRs get a chance to pump hot lead into the buildings where my guys are hiding.  I used the Hide and Cover Arc commands to try and wait until I saw the whites of their eyes, but there were just too many BTRs and infantry to hold off. 

In my opinion, an escape and evade twist might make this more interesting...having an exit point the blue player must get to with his limited force would at least give them a fighting chance...otherwise it's pretty much the Alamo for the Blue player.

Thanks for the opportunity to play test...but as the Blue player, it was just a matter of waiting for the inevitable...

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Ok, gave this a spin using RT Veteran mode...and...it was a massacre.  The overwhelming Russian force, combined with a lack of any stand off AT weapons pretty much, in my opinion, guarantees the Blue player a butt whoopin'.  

I managed to equip everyone with AT4s from the Hummers...which can stop the BTRs, but only at point blank range, which means the BTRs get a chance to pump hot lead into the buildings where my guys are hiding.  I used the Hide and Cover Arc commands to try and wait until I saw the whites of their eyes, but there were just too many BTRs and infantry to hold off. 

In my opinion, an escape and evade twist might make this more interesting...having an exit point the blue player must get to with his limited force would at least give them a fighting chance...otherwise it's pretty much the Alamo for the Blue player.

Thanks for the opportunity to play test...but as the Blue player, it was just a matter of waiting for the inevitable...

I just added a 2nd .50 caliber Humvee and moved the arrival of the Helos at 15mins. 

I playtested it and it was a cakewalk even without the Helos, provided that you deploy the Humvees wisely an, as you say, wait for them to get close.

You can use the same download link; it now has the new version

https://drive.google.com/file/d/0B9z2aTq5oxcqbEZHVWRJc3c1SHc/view?usp=sharing

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Grunt's idea of making this an escape and evade scenario sounds good.  Why would one want to stand and fight?  And I think Grunt was saying it was a cakewalk for the Red/Russian player, with the Blue/US player getting his butt kicked.  Is there a misunderstanding?

(1) it is a good idea. But I do not know how to do it :-) This is my fist try of scenario making and to be honest, my goal was to learn programming the AI to maneuver decently.

(2) Try blue yourself now. I got a very easy win as blue with the last version (the one additional .50 makes a huge difference imho)

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So, thanks for making this...I have done a little mucking around with the AI...for CMSF which is not nearly as sophisticated as the 3.0 engine and it still mystifies me.

I like the idea of having another 50 cal...I am not always the most patient of players so using the Hide/Cover Arc command is a little new to me....AND I like having the helos show up a little early...15 minutes in I had a good idea how the attack was developing.

Will try and give this another spin this week.

Cheers

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It plays nice at RT. You need to be agile playing hide and seek. For example, when spotted by the BTRs and receive fire I immediately exit the building quicky or relocate floors because otherwise their MGs will tear me to pieces. You want to invite the enemy to get closer

Edited by Euri
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  • 3 weeks later...

So, tried this again...managed a draw when I ordered a cease-fire...I was gonna lose, so figured I might as well stop.

Better at the hide and seek...totally did not hid my 50cal Hummers well enough, got them schwacked early.....helos showed up but took a LONG damn time to make their gun runs...oyyyy

Yea, I shoulda done more shot and scoot...the BTRs hammer the crap out of buildings...

Liked this much better the 2nd time...may try it again and place my Hummers better...since the Russians dismount a lot of their infantry that should make some great targets.

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