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George MC

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Everything posted by George MC

  1. Thanks, @Erwin much-appreciated thanks ) Be interested to see what you think as it's evolved slightly since you playtested years back! Cheery!
  2. Hi Erwin I think that tactic might still work but I re-jigged the ambushes (using triggers) so the rebels are a wee bit more coordinated. So you might, just might get a wee surprise if you try that Re the chokepoints I think, if you find the right place this is still possible. It's difficult to totally eliminate this as you are subject to the vagaries of AI pathfinding. So whilst I sought to reduce this if a player is lucky they might still find the 'right' place and mow em down. Its challenging to totally eliminate this in AI plans, reduce yes, eliminate no.
  3. I've just tweaked this to a version 2. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf-2-daraya-tank-raid/ I compromised on the suggested time reduction as discussed in this thread. I took 20 minutes off and increased the variable time. If players need the time it's there in the variable bit. If you think you've achieved your objectives sooner then makes it easier to decide to hit ceasefire, I think. Still, see what others think I guess. I appreciate players come with different skill sets and play styles, but given the tactical context, you have to attack with a sense of urgency. I 'think' cautious methodical players may find this mission tough as it requires a bold intelligent approach to have any chance of achieving your objectives before your holdouts are wiped out. As one WWII German armoured troops pamphlet stated -"Panzer Vorwärts! Aber mit Verstand!" or "Armour Forward! But with Intelligence!" This advice I think holds very true for this scenario. Thanks to all for the discussion above interesting reading and useful views ta.
  4. That's handy to know thanks - great help especially when you're a tactical Jedi! Thanks - glad you enjoy the stuff I create, always good to hear and great motivation. Ta Cheery!
  5. Good recall thanks It’s a very good and efficient use of combat recce. Spoilers * * * Interesting you thought RHS. That was my favoured approach when testing and it proved to be easy so I rejigged the defence to make it tougher. There is a route through but not as obvious and I found it’s slow. The LHS good call. It’s well seeded by IEDs like the brief says. To try that route would end in tears. So you did well in uncovering the ambushes. Also good call to move fast once you had done so. There are various triggers so if you move slow gives the AI units time to realign. Careful balancing act which you nailed. Re time I’ll review the mission time and adjust so less ‘fat’ in it. Many thanks fir your breakdown of your plan. I was wondering if I’d left a gap but it was your sound tactics that won the day. Colour me impressed
  6. You need some authentic Jockanese http://cmmodsiii.greenasjade.net/?p=6296 in your scenario
  7. Excellent - useful feedback thanks. I've seen the discussion re scenario time so I'll read through these discussions then post a separate reply (at work just now so will be later!). I think you did really well winning this - all credit to your tactical and CM skills. How - if you don't mind me asking - did you manage to get the BMPs there so quick? I've tried that but never managed, as always end up running into an ambush or taking too long as I work my way forward. Your screenshot shows a good outcome, as I said I'm well impressed. Thanks for playing this through and I appreciate the time you took to post your comments and thoughts. Cheery!
  8. Thank you Here ya go https://www.dropbox.com/sh/wwyy06b5lsfoqgo/AACOnCYJbSPAwdRzId5uD1R_a?dl=0 It's not on CMMODS right now. If @LongLeftFlank is agreeable I'm happy to upload to CMMODs for him? Could be it's on his own to do list so I'd rather wait for the get-go from his good self. Cheery!
  9. @slysniper Good skills on getting two BMPs there - colour me impressed! Glad you enjoying it and by the sounds of it it's working. I'd be interested to hear the next bit goes - good luck with getting your armour units to link up, I'm hoping that process should be engaging. Cheery!
  10. Excellent video - thanks for sharing. Looking forward to seeing you do Tank Raid
  11. Thanks for all the positive comments and feedback. I'm now hoping it lives up to your expectations!
  12. Rebel RPG team taking the shot as Syrian Army T-72. So just how good will it's ERA armour be? Screen from the revised Daraya Tank Raid for SF2
  13. About The Scenario This is one for the modern ‘Tread heads’ amongst you! This is a revised version updating the orginal to CMSF2, so you will need the base game CMSF2 to play this. Revised AI Plan using triggers; tweaked map using new CMSF terrain features and updated OOB for both Syrian Army and Rebels. This is SF2 version 2 which has a slightly reduced mission time based on player feedback. The actual scenario is very loosely based on events in Daraya, a suburb of Damascus where rebels from the Free Syrian Army (FSA) have attempted to create a stronghold near Damascus centre. In August 2012, the Syrian Army defeated the rebel forces and took control of the town. After the failed rebel offensive in late July 2012 ,the Syrian army started a campaign against rebels in the Damascus suburb. This, the 2nd Battle of Darayya, is the ongoing battle between the Syrian Army and the rebels in the Damascus suburbs of Darayya. In mid-December when the Army intensified their attacks with heavy shelling and Tanks raids into the city. This scenario depicts an armoured raid, typical of the tactics used by the Syrian Army to seize control of Daraya. You can view the video which shows these raids using footage (often filmed whilst under fire) shot by the rebels Syria - Men versus Tanks in Daraya - The Powerful T-72 Raids So your scenario looks like the scenes in the above film I’d suggest modding your game using the following excellent mods links are to CMODS: Longleft Flank’s Shot up Building; Pete Wenman’s ‘Squalor’ mod; Pete Wenman’s BlackSea favour objects for CMSF2 Map and Scenario Size This is a fairly small map although it’s very built up. Map Size: 720m x 512m Forces: Syrian Republican Guard armour Vs Syrian rebels (combatants and fighters) Best Played As Can be played RT or WEGO. This is best played Blue Vs Red AI or H2H only. There are two RED AI Plans. If playing H2H it is recommended the more experienced player takes the RED side. The scenario is NOT playable as Red VS Blue AI. You can grab it from TSDIII at the following link: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf-2-daraya-tank-raid/ Acknowledgments Many thanks to Buzz, Erwin and Snake Eye at the BFC forum who played through the early Blue Vs Red versions and provided a lot of feedback. Thanks to Lethaface and Sublime who played this H2H and provided excellent feedback in this regard. Thanks also to Slysniper who took the SF2 version for a spin and provided some useful feedback. Cheers Guys! Any comments etc you can email me at georgemc@blowtorchscenarios.com
  14. Cheers ta - on the home straight now with Daraya. Should be ready to upload next week. Re Forging Steel. I'd like to but it's a tonne of work as I'd have to redo some of the maps twice (as there are branches so change one map and I have to then redo the map and AI Plans for the alternate branch, I'd be quicker starting afresh!), so unlikely to happen I think. Thanks for the playtest offer though
  15. Thanks for the clarification above. Aye interesting comment re the use of tank raids. I guess the US did a similar thing with their Thunder Run into Baghdad. I guess it works where the enemy defence is spread out or slow to react, hence why pushing through can mean you clear a zone before the enemy can rearrange its defence. I redid an older scenario 'Strength and Faith' so its more in keeping with the tank raid concept so if you are looking for something else to experiment with that may fit the bill. Your comments were useful as I'm redoing the AI plan and having RPGs teams relocate is something I'm doing in the new AI Plan. So knowing where players may attack is useful as I can at least set a trigger that has the AI attempt to reposition some units. Look forward to the next set of videos as and when. Many thanks!
  16. Cheers for the videos - great to see what you guys were up to. @Sublime no jest when ye talk about volume of fire!! That's some amount of rounds going downrange! @Lethaface - I like the line of your approach. I might do something re the REDFOR set-up to tackle that option in the revised version Although I suspect you neutralised (and reading Sublime's posts think you did) REDFOR's only option to oppose that approach. That's where I can use triggers I think. Really enjoyed the videos - excellent work thanks. Cheery!
  17. Hi Erwin The mod is not mine. It's @Pete Wenman 's and you can grab it now over at CMODS. The revised Daraya will use the mod tag as the mod changes 'hard' ground to rubbish, as well as a few other tiles. The brown stream looks dirty! What I did not realise (schoolboy error!) was that it's still a stream. So having it running down the center of a road still meant it was a stream in game engine terms. So AFVs just bogged down really quickly. So I've toned down my use of it on the map. Still, a ways to go before rerelease as I'm going to add some triggers to the RED AI plan.
  18. Aye the set-up zones work ok for the AI plan - as the AI takes a couple of turns to get into position. I'll re-jig the set-up zone a wee bit and also warn the player rounds could be incoming for the off in the BLUEFOR brief. I've tweaked the BLUEFOR force a wee bit - mainly based on seeing more stuff via video. One is swapped the SF sniper teams in the strongpoint for regular Joes, and placed the SF snipers back as cover for the relief force. They seem to be pretty good at spotting and engaging enemy at 400m but not super deadly.I've also added two breach teams. The map has been upgraded using CMSF2 terrain and also taking advantage of @Pete Wenman's 'squalor' mod. If you've not seen it worth checking out over on CMODSIII. Look forward to seeing your screenies and video - thanks again for the feedback and taking this on H2H. Ta! Cheery!
  19. The only thing saving you is your suave and sophisticated charming personality
  20. Resupply did not go to plan... Two KOd or burning BMP-2; one T-72 going 'BOOM!' in the background.
  21. Some more Daraya Tank Raid images. I've toned down the use of the sewer 'stream' as it bogged the AFVs too much.
  22. He! Nae worries all makes sense to me. Your comments and feedback have been excellent so cheers again
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