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Imperial Grunt

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Everything posted by Imperial Grunt

  1. The scale of operations for a modern game should be small, as most US actions since Vietnam have been. The political aspects of US operations would definitely be part of victory conditions. Missions would not always be combat related, but present the player with dilemnas: how to protect several non-government agencies and an embassy, capture a port or airfield, etc.. The non-US player should definitely have access to irregular forces, terrorists, suicide bombers, crowds, etc.. as well as to some convention forces such as N Korea and Syria. Even an Iraq scenario would be great, particulary the urban operations. Obvioulsy there is no point in simulating tank battles in the open desert. Speaking of Vietnam, that would be a great simulation as well, especially I Corps, which saw alot of conventional fighting.
  2. Attack helicopters could be simulated in the game in the same manner as airstrikes, but with a longer available time. They would be more vulnerable to AAA, at least during daylight, depending on the weapon system used. Helo's attacking with hellfire missiles should be considered at least 2-3k out or more and thus only vulnerable to SAM's. Attack helo's using rockets and guns are much more vulnerable. A helo doing a gun/rocket run should be depicted as flying toward the target..firing..then egressing. At any point it may be knocked down. Transport helicopters would be available for initial inserts, maybe LZ's selected during set up. It would be a cool game aspect to see them land and unload troops..especially under fire. If LZ prep fires are going to be conducted, then the troop inserts would have to land on turn 2. The actual flight of the aircraft would be computer driven, with LZ selection, targeting, and possibly a general direction of attack (ie..from the east) given by the player. Future weapons such as the M8 AGS, MV-22, AAAV, would be ideal.
  3. I understand the dilemna, but the increased range of modern day forces can only be truely realized on completely open terrain. During OIF, all of our engagements were at about 500 meters or less. Adding terrian to ensure that there are no open areas beyond 1000 meters would make a playable game. I would also recommend the scenarios be kept to a reinforced BN or less. A Marine Expeditionary Unit, SF, or airborne task force would be great units to use.
  4. I think CM is the most realistic tactical game on the market, but if I were to change anything, I would provide the following options to let the player simulate the challenge of command in combat: -The commander on the ground represent you, and therefore what is not in your line of sight you cannot observe. The action phase only shows what your commander can see from the 1st person perspective, so it is important for observers and commanders to be co-located and in the best position to command and control. High ground not only lets you see but it lets you talk on the radio. For more gameplay, a player may toggle between battalion, company, and platoon commanders if neccessary. -The planning phase should not be done with actual terrain but with a two dimensional map..with possible and known enemy dispositions, friendly forces, and coordinating measures added. Also, maps can be wrong. This screen could also display the status of friendly forces. A commander should only be able to give orders to forces in direct line of sight, or in radio contact. Forces out of communication will follow the last order given, or simply kick-back and stop..depending on how good they are. -Subordinate leaders should report by radio when they spot the enemy, in contact, receiving direct or indirect fire, discovered a minefield, on the move, or reach certain checkpoints and objectives (as inputed as coordinating measures by the player) so a player is forced to visualize progress. A few simple radio messages added to the game would provide the sense of what it is like to command in the field. A commander cannot micro-manage an entire battle and must choose where to be in order to most influence an operation. Of course this is how good leaders get killed. If a commander gets pinned down, his level of situational awareness should go to a near zero, until he can re-establish control over his units. -Resuppy should have to be conducted and the future movement of the combat train must be taken into consideration (which is why roads are still so important). During a battle, units should have to conduct a resuppy as long as a vehicle or helicopter can get to them. This is especially important since missiles and other bulky ordnance items cannot be carried in sufficient quantities to last a significant engagement. Medical evacuations are also conducted simultaneously. Units out of supply and suffering many casualties should be able to reconstitute during a fight to some level. The ability to resupply forces in the field also drives tactics. Hence the phrase "amateurs talk tactics, professionals talk logistics". -Add a "Recon" phase to allow players to insert a few reconnaisance elements in the battlefield prior to the first turn. At the planning phase of the 1st turn allow them to report what they see, as long as they are not compromised by enemy recon elements or other forces, depending on the scenario. Intelligence drives operations and is extremely vital. A civilian population friendly to one side or the other can also provide intelligence to that player. When a player inserts his recon teams..he must think about how they can observe what he wants them too, but remain survivable. A recon team out of radio contact is worthless. I just wanted to throw these ideas out for consideration.
  5. Another great version of the game would be a modern day edition. It could cover the entire ground US arsenal from Grenada to Operation Iraqi Freedom. Hypothetical scenarios such as North Korea, Taiwan, conflict in Europe, Syria, etc.. could also be added. As a recent veteran with the 2nd Battalion, 23rd Marines of the 1st Marine Division in Iraq, I observed that there are many aspects of modern warfare that have not changed since WWII. Especially the "fog of war." A modern day simulation would be a great game and provide an added dimension.
  6. Are there any plans to develop a Combat Mission game covering the Pacific theater? It has not been covered much by the gaming community but it was a true war of annihilation. On a tactical level, WWII produced the two finest combined-arms shock troops ever, the Waffen SS and the United States Marine Corps. A Pacific theater edition would add a different dimension to the game and also cover the US Army, the Australian Army, the British, as well as the Japanese.
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