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Coyote

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Posts posted by Coyote

  1. Normally that is what I would do. However the question came up while I was launching a Div. + sized opposed amphibious operation on map 502. I was using the setup zone on the western border there nothing there to really hide behind. Also we like to use on board arty whenever possible, so we can do some counter battery fire missions. so that strip was pretty well full already. :)

    IIRC on map 502 the set up zone is also an LOS block. Nothing can see into it from the east. There might also be a similar set up zone on the east side which you can check out using the LOS tool.

    Hope that helps.

  2. The earlier advice was pretty much on. Start with the Team level scenarios until you get the hang of the controls. Experiment! Try the different options to see how they affect your results. If the game is too hard give yourself optional units or give the enemy older equipment. US scenarios give the blue player more firepower. Canadian scenarios are harder.

    We also have a couple of user sites with downloads and user created files.

    This is our wiki format site - http://www.tacopshq.com/guide/Main_Page lots of alternate maps and some user made scenarios.

    This is another forum with downloads - http://www.gamesquad.com/forums/forumdisplay.php?s=&daysprune=&f=76

    Patches and some miscellaneous files are here - http://www.tacops.us/

    And the good Major has a mailing list.

    To subscribe or unsubscribe via the World Wide Web, visit

    http://nxport.com/mailman/listinfo/tacops

    or, via email, send a message with subject or body 'help' to

    tacops-request@nxport.com

    Note: Summer is the dead season. Everyone is on vacation or otherwise occupied. Things usually pick up in the fall.

  3. Something like this: Team Kremp WWII

    Blue Status:

    UNIT____________START NOW ELIM EXITED

    Inf Squad _________ 3 _ 3 _ 0 _ 0

    Inf MG Team _______ 2 _ 2 _ 0 _ 0

    Inf RL M1/M9 Team __ 2 _ 2 _ 0 _ 0

    Mortar WW2 Medium __ 2 _ 2 _ 0 _ 0

    Force Lethality Value, Start: 228

    Force Lethality Value, Now: 228

    Casualty percentage: 0

    Force Lethality Ratio, Start: 1.5:1

    Force Lethality Ratio, Now: 1.5:1

    -----------------------------------------------------------------

    Red Status:

    ...................UNIT START NOW ELIM EXITED

    Truck Medium WW2 MG............. 3 3 0 0

    Inf Squad................................. 3 3 0 0

    Mortar WW2 Light................... 1 1 0 0

  4. Originally posted by -OOPSIE-:

    . . . How hard is it to get a multiplayer game going? The forums here seem kinda slow.

    Thank you.

    This place always dies down during the summer months.

    We seem to arrange multiplayer games most often through the mail-list.

    To subscribe or unsubscribe via the World Wide Web, visit

    http://nxport.com/mailman/listinfo/tacops

    or, via email, send a message with subject or body 'help' to

    tacops-request@nxport.com

    You can reach the person managing the list at

    tacops-owner@nxport.com

    There may be one on the 29th although I'm not planning to play so I haven't been following that conversation.

    You can also try to start one through the Opponent Finder section in this forum or on the GameSquad site.

    To play with/against the regulars you'll need an IRC chat program for in-game commo.

    [ September 22, 2007, 01:50 PM: Message edited by: Coyote ]

  5. Well if you want to conquer the Kiwi's you'll just need a good map.

    You can chose from dozens of user created maps to download at fan site - http://tacopshq.com/index.html

    There is also a free map editor [on your disk I think] although doing maps of mountainous New Zealand will be "challenging" to say the least.

    Welcome and Good Luck!

  6. Bypass the bridge. You only have to clear the town and get off the map. Clearing the infantry around the bridge can take forever.

    Also take the stingers and mortars with you as you advance. They add significant points to the exit force if you keep inching them forward as the battle progresses. As long as you keep them more than 2000m away from known/suspected enemy positions they can be out in the open behind your line units.

    Hope that helps.

  7. This was really an interesting CPX to read about and I'm truly sorry I missed it.

    There does seem to be a problem with the bridge loading abstraction. I'd guess that 40 vehicles can't get stuck on a bridge if it isn't possible for them all to even get on the bridge in the first place.

    Ideally it would be nice if a unit simply stopped short of a clogged bridge the way the "don't cross minefields SOP" stops them at a spotted minefield. Does that make any sense?

  8. Not in the current version. There are a number of radar/sigint units that were only included by the Major as vehicles as part of an Army contract. We [civilian players] got them free as 'window dressing' so to speak. Some may get additional functionality in the future but I don't think that is a high priority on MajorH's 'to do list' at the moment.

    Some of the more experienced players have gamed counter-battery radar and SIGNINT manually during umpire moderated multiplayer games. Maybe one of them will drop by and comment on their experiences.

    Hope that helps.

    Originally posted by Cambronne:

    Does having a radar unit in the field affect the FOW?Is the firefinder able to reveal the firing enemy unit?

    Thanks in advance!

  9. There are at least two versions of map 502 floating around. You can compare the creation date of the map502c.dat file which should be the same if you have the same version. You could also download the TacOps Map Tool which allows you to chech the version number of any Type II map file.

    Bottom line: one of you needs to send a copy of their map 502 to the other so you can both load the same version.

  10. Originally posted by _Neptune:

    Ok thanks. I'll check back often and try again the next time a CPX is posted.

    It's also usually okay to ask questions in IRC. Even if the umpire is busy one of the players will frequently volunteer to help a new player between game turns. They've certainly helped me often enough!

    Enjoy!

  11. Excellent AARs. I'd add a few more comments on your artillery use as that doesn't show up in the end of turn screen shots.

    As far as assaults go, it's a good idea to time your movements to the impact of your artillery. That gives you a momentary advantage over your enemy when you break cover.

    Good job!

  12. So what you need is a prompt at the first game turn for a sub-folder name within Autosave. The program would also have to store that info as part of the .tac or pbem save game file so that subsequent turns would also save to the correct folder. Not sure how well that would work with PBEM or network play.

  13. Originally posted by HardThunder:

    Things I would like to see in the simulation.

    Better mix of Air Support

    AC-130 Gunship

    F-16 with current Weapons (stand off firing.)

    EC-130H etc

    We've got several discussions related to new air support items going on WarfareHQ. So far we've got ideas on how to do JDAMs, JSOW, Maverick, and strafing runs.

    AC-130 is problematic. It doesn't just pop in and out like a fast-mover. It loiters in the target area and should logically be subject to ground fire. Several people have asked for that but there are few solid ideas on how to make it work.

  14. Hi Zurich,

    A couple of things. If you want a "god-like" intel picture, simply reset the fog-of-war option to show enemy units all of the time. This can be useful for scenario development work.

    Of course a real NATO Battalion Commander normally has an S2 [intelligence] staff officer to do this for him. If you are playing a team game, you might get one of your team mates to play this role. If your opponent is playing a particular OPFOR organization and doctrine, an S2 can be insturmental in figuring out his plan.

    If you are playing solitare and just want to ease your work load, add a few UAVs to make spotting easier.

    The hardest thing to simulate is the "quality" of information. In reality, the tactical value of a previous spotting goes down with time. If you cannot maintain contact with a unit long enough to put fires on it, you end up with lots of "spot reports" clogging your map that only tell you what you already know.

    Hope some of this is useful.

    Enjoy the game.

  15. Once you get used the "Search" function in Adobe Acrobat you may find you have less need of hard copies. Actually I found TacOps pretty easy to understand and rarely referred to the manual anyway.

  16. Originally posted by MajorH:

    > VLB Leopard Vehicle Launched Bridge

    Are you sure? It is the very last item in the AU/NZ part of the list.

    Which explains why I couldn't find it in the GM equipment list. [duh!] :rolleyes:

    thanks!

    Coyote

  17. Originally posted by twiggzz:

    thanks for the responses' but i still can't locate that recon team . . . but if anyone has any suggestions (besides be more careful) it would be greatly appreciated

    Assuming you've downloaded the AU patch, I'd check for the following:

    AU/NZ box is not checked on the Add One Unit or the Change Units and Weapons dialog. But you probably know that.

    Looking in the wrong category, dismounted elements are all listed as "Infantry" with recon as a sub-type. But you probably know that too.

    So the most likley reason is - Bad download. This has happened to me at least twice over the years. My current copy will not display the unit - VLB Leopard Vehicle Launched Bridge. Iknow it's there becuase I have the Oct 23 CPX replay files and my opponent had two of them.

  18. Originally posted by Agent Smith:

    I've been trying to create a scenario variant like a 'black hawk down' or 'behind enemy lines' . . .

    I thought about doing a Mogadishu game a few years ago after I read Blackhawk Down. There is a Mogadishu map posted in the map room at tacopshq.com. But TacOps doesn't reflect troop quality in version 4 so I don't see that it's possible to readily replicate such a specific situation.

    I have had some fun using the umpire tools to add small "POW" compounds to existing solitare scenarios and including a Spec Ops rescue mission within the overall scenario.

    I also replaced some of the heliborne troops in various air assault scenarios [e.g. TF Fenwick] with the quivalent of ranger companies. The slightly greater firepower can make a difference.

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