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dhuffjr

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Posts posted by dhuffjr

  1. A CPX is a command post exercise.

    In TacOps terms it is an online multiplayer game. Larger more complex ones involve planning and more players.

    This game is intended to get new players into the CPX experience.

    TacOps against the AI if fun, against a human in PBEM play is a whole lot more fun.

    CPX play with friendly fog of war and multiple friendly players against human opponets is outstanding.

  2. Hey Chris,

    MajorH is bunkered up for the holidays I think. There is not a scenerio yet smile.gif .

    I've got the D series Marine oob worked out and plans to do the E and F series oob.

    Some small issues with squads etc to figure out. Ever made a map? One or two for Okinawa would be very nice ;) .

  3. The feature to load bombs 'on' infantry units is to simulate suicide bombers using the civilian

    'infantry' units. Car bombs are possible too. Of course you can use them with engineers to simulate demolition charges as well.

    Units cannot fire on the entrenchment markers nor can the entrenchment markers be reduced. Units only fire on other units.

    Suppressive fire is also not currently modeled in the way you are desiring. It is however on the wish list. Suppression results from a unit being taken under fire. A unit that is fired on will either be killed (skull marker), suppressed (S marker), or nothing will happend. You should also be aware that a kill in TacOps in not always a kill. Sometimes it can be the soldier who goes to ground for the duration of the fight. Other times it is the soldier who is wounded and thus out of action, or the soldier who runs away. Vehicle kills are similar. A kill may not be a catastrophic explosion but the crew is 'killed' or damage is suffered sufficient to make it useless in game terms.

  4. Yes, you can change the combat speed, which sets the amount of delay between combat actions. I set mine to 0 because it can get very long for larger scenerios. Also under option menu is the option to select click sounds. This also acts to speed up combat for network play. For solitare I like the sounds because it helps me keep track of what is going on. The little skull boxes are indicating that a "kill" occured. The box with an "S" in it indicates suppression. Look under the reports menu at "situation report". I don't use it much but it might contain the information your looking for.

  5. Hmmmmm......

    I tried dropping an appropriately named .bmp file into the zphoto folder with no effect. Must not be that easy, I'd guess something in the unit database needs turned on for it to look there for the photo.

  6. --------------------------------------------------------------------------------

    Umpire AAR for December 27th CPX

    Map106c v101- A map I made depicting the Wake Island atoll (Peale,

    Wilkes, and Wake islands)

    Custom Scenario USMC this was played with WWII units

    Plan: Well there was no plan per-say. I had decided that a static

    defense would not be much fun for a player so I filled that roll. (more

    on that later) Blue was to be those who showed up. Ended up we had

    four Players from the get go and the division of forces worked well. The

    plan as it was for Bluefor to assault across designated beaches (we

    used Red One, Red Two, and Green Two.

    Players:

    Bonxa- USMC battalion

    Rattler- had control of a pack howitzer battalion and the off map

    artillery (ships providing fire support)

    JohnfMonahan- USMC battalion who later dropped and Cheo stood up as

    commander after observing for a while (not the usual course of action-more

    on that later)

    Bernard- USMC battalion

    Major H dropped in to observe and chat a bit

    How things went:

    There were some coordination problems with one player not able to see

    the place names via F6 nor having the overlays available. By using

    coordinates this was overcome.

    Initially players were commenting that contact was not made. I had

    set the Redfor engagement ranges to 333m to let them get close. One the

    landings were taking place or about to I started setting blocks of

    units to maximum engagement ranges. The battle quickly escalated. Combat

    times were a bit long once the LVTs started disembarking their marines

    and the number of units in combat increased. The forces assaulted

    three of the four objectives and in the end were moving towards the fourth

    objective. One thing I tried to replicate was the difference between

    captured and cleared/secured. As a historical example on Iwo Jima which

    was declared secured on the 26th of March over 2400 Japanese were

    captured or killed in April and May. The Pacific theatre featured many

    examples of bypassed soldiers fighting on.

    Cheo stepped in towards the end when JohnM had to leave. He had

    previously been observing so he had complete situational awareness. I

    added Red units in his area of operations to mix it up for him. This is

    not always a good choice but it worked in this game.

    Lessons learned:

    Logistically I should have planned better. I should have had some

    Redfor logpacks to sustain the artillery fires, or made other provisions

    for re-supply. I also did not plan for rations for myself or think of

    them during play and ended up feeling the effects an hour after the

    EndEx. Hint a bag of chips by the computer would be a good thing :>)

    The players used the LVTs more as modern APCs/IFVs than as they were

    historically. In the future I would include more Redfor AT assets to

    hinder this. The scale of TacOps was mentioned as a concern for a

    primarily infantry action but this could be compensated for by changing turn

    lengths during the game. I’ll have to get together with someone and do

    some online play testing to see how altering turn length affects

    infantry maneuver and game play.

    Smoke use by off map artillery (ships) was allowed as an oversight on

    my part. Right from the beginning players were requesting smoke.

    Historically smoke was not used in amphibious assaults as it obscured the

    landmarks that were used to guide in the landing craft/vehicles. I had

    set the visibility to under 1000m to simulate the dust and smoke caused

    by the pre-landing bombardment. I increased it during the game without

    the players noticing that I had done so. In the future for this type

    of game I will curtail smoke availability for off map support and only

    make it available via the umpire menu by player request…..with a sneaky

    umpire penalty applied :>).

    Off map artillery include MRLs with HE only. I had used them in my

    play-testing on the map to simulate a pre-landing bombardment quicker

    than waiting on artillery strikes (very quick response times).

    Discussion revealed the desirability to have them as tube artillery. Which I

    agree is probably better. I would keep them in mind for their ability to

    more closely simulate rocket fire from LCI’s carrying 4.5 inch rockets

    as used in the later actions in the Pacific. We used MRL battery

    instead of Battalion to minimize the footprint of fires.

    Discussion on the pack howitzers revealed their fires footprint was

    very small, much like the individual mortars are. I had broken them down

    to 1 howitzer and prime mover + ammo vehicle per LCM, with the LCM

    markers separate. In the future, joining the LCMs together to “guide” the

    player to fire the howitzers as a group of six may be preferred to

    result in a more effective “fires footprint”.

    In the end my controlling Red and the umpire duties probably was not

    the best idea and the players seemed to think my idea of the static

    defense being boring would not be the case. One thing I did was drop Redfor

    units in during the game via umpire controls. Players commented that I

    had warned them too much. I was worried about angering players versus

    increasing the challenge and surprise factors. Lesson learned-players

    want to be abused….. just not in ridiculous ways. This umpire function

    would add to the work and an active Red player would allow for more

    “tricks” that I did not have time to do and frankly forgot to do in the

    heat of the moment. I think umpire driven surprise can add to the

    interest of the experience.

    Even in the absence of a larger map where “planning” and “maneuver”

    have larger roles, I should have put a better brief together for the

    players. Including a bit on the historical actions/tactics as I don’t

    think all TacOps players are very well versed in them. We are a group used

    to TOW and Hellfire missiles and APDS rounds not LVTs and AT rifles.

    Rattler’s presence was a very good thing with this being my first

    attempt at multiplayer hosting. His expertise was much needed while I cut

    my teeth. Things overall went pretty good I think and while it can be

    stressful trying to do so much at one time I had a blast.

    An umpire checklist would be a good thing. A couple of times my

    actions or lack thereof cause player orders to be lost. Goes with a newbie

    umpire I guess. Players are pretty good about rolling with such

    things. Network connectivity was pretty good with only a couple of drops.

    The only crash of the game was with mine at the very end when we were in

    the debrief phase and I was trying to remove fog of war and show all

    units to the players. Another mistep was I forgot to tell people the scenerio for the game when they popped in on IRC. Major H asked and logged on as an observer. Another new player did not know to ask this and with my not telling him he could not get logged on and gave up.

    Contrary to my earlier statement on fun and leaving the learning to the

    school house, I had fun and learned a lot.

    Hopefully some or all of the players will add their impressions.

  7. Neptune,

    Sorry about that. I saw you log onto IRC and then off real quick before anyone "said" anything to you and then later you popped back in and I thought you were going to join the game and you disappeared. I'll have to remember the scenerio is as important as the IP in the future. My bad.

    Keep an eye out winter seems to be CPX season. I have a day or two that might be open to another one in January. I'll have to see.

    Dennis

    Newbie umpire learning as he goes :confused:

  8. Major H noticed a potential problem so All who plan on particpating download this map and use it so were all on the same page. Follow the link within his message.

    Dennis;

    I foresee a possible map disconnect in your CPX.

    The Map106 zip file that is located at TacOpsHQ and the Map106 zip file

    that is in the SZO TacOps file room both have a dat file dated 16

    August. However, you recently attached a Map106 dat file dated 17

    December to a posting in the TacOps forum at SZO, which you said was a

    new dat file. However, the new 17 Dec dat file has the same map

    version

    number as the earlier dat files - v100.

    Since all the dat files contain the same map version number, TacOps

    will

    no be able to alert the umpire or the offending player if someone is

    using the dat file dated 16 August while someone else is using the dat

    file dated 17 December. If the map dat file codings are in fact

    different then that is likely to cause movement and combat results to

    go

    out of sync during the network game.

    I took your 17 December dat file, incremented its internal version

    number

    to v101, and added it to an otherwise complete Map106 folder. V101

    can

    be downloaded from the following URL.

    http://www.tacops.us/support/Map106cV101.zip

    I recommend that you and all of your CPX players download and use that

    edition of your map. TacOps will then be able to alert you if one of

    the

    players is using one of the possibly mismatched v100 editions of the

    map.

    Best regards, Major H

  9. The plan is to use the Wake Island Map (Map106c) and I will control the Japanese as it will primarily be a static defense (not much fun for a player I would guess). Players would control USMC units. I'm going to tweek the USMC oob file I have as well as the Japanese oob for the CPX. A surprise or two can be expected. Any interest? I can do anytime between 1500-0100 GMT as it stands now. Post your interest and prefered start time and we'll see what works out.

    IRC channels for CPX:

    MAIN: server schlepper.hanse.de port 7024 channel #tacops. Should this one be down, then

    ALTERNATIVE: server www.combatmission.com, port 6667, channel #tacops

  10. Hello,

    Some have talked about doing that and I think there may be one map made for a cpx from satallite imagery, check TacOpsHQ site and look in the map room to be sure.

    Someone posted a map at the SZO site of Fallujah of the right dimensions but no one has done the map file for it that I know of. One of the problems with that IMHO is that the 100x100 pixel boxes will not line up perfectly with the image so you may think your are in an area with buildings and are actually in terrain coded clear. Best but IMHO would be to use the imagery and a 1:50000 map if available to make the map from. The imagery will be a better guide to what the terrain looks like versus a map.

  11. At some point I will try to replace the remaining grayscale photos of contemporary items with color images so that the contemporary vs WWII visual distinction is complete.
    Excellent. The M113 family will get their own pictures too instead of the generic M113 picture?

    Some of us at least appreciate the small things. smile.gif

  12. Matt, I'd have to agree with you there. I don't know if there is an elegant solution to this though. If it created a subfolder they would at least be together but what about when you close the game and then open it back up for later turns (pbem). Then it would just have umpteen folders with game files in it. For PBEM I always save to a labeled folder. Usually with the password to the file because I am prone to forgeting it :>)

    Biggest hassle for me is when I'm gaming out an idea in two player mode or checking how something works and then want to watch a replay and I forgot to delete the saved game file folder first.

  13. What many folks do to vary the solo games is modifiy the OOB with the change unit feature. You can easily switch out Javelins with Dragons and M1s with M60s, and Bradleys with M113s. And totally change your tactical situation. Makes taking on the red horde much more challenging

    Dennis

  14. Question on when ICM was introduced in NATO and Warsaw Pact for artillery. Also how common was it at first, ie when did it become plentiful in the field.

    Thanks,

    Dennis

  15. Originally posted by Yaroslav:

    [QB] Game is nice I like it,

    but IMHO some things to change

    Lots of us do. Best value for a game you are going to find.

    1. Size of units is not varies enough. Can the biggest one be little bigger?

    I would second this. While there has to be a cap there are times when I would like just one or two more to be combined.

    2. Tank icons looks like each other. Its almost impossible to distinct BMP from Tank, the difference in few pixels only. You have to be almost 10 sm near monitor to see it!

    You can change your screen resolution to make everything bigger, or change the icon style or even change the icon size.

    4. Changing time of demo shooting while combat phase. So user can make units move faster and shoot faster if he knows what happened, instead going to kitchen to make a coffee.?

    You can change the sounds to clicks and this greatly speeds up turn resolution.

    5. Show ammo information on orders window, so I do not need to go to other window to check it. At least for primary ammo! Add 'NO AMMO' sign to unit icon, otherwise player need to open EACH unit to check it. There is no list of all units with status and ammo also.

    Try logistics report under the report menu.

    7. Mark letter player need to press on keyboard to select that button.
    There is a page or shortcuts in the game manual pdf file you can print.

    9. Bottom - make log window sizeable and scrollable so player can check some results. Log records must include casualties also.

    I think this is on the wishlist already.

    Hope I helped with some of your questions. The Major chimes in often with new player questions. You will be hard pressed to find better support for any game.

    Dennis

  16. This topic is one of my "pet" wish list items and I have to respectfully disagree with the Major. Of course if/when implemented and I run out of ammo I might change my toon :D .

    Reasons:

    Soviet SP arty direct support cannot IMHO be modeled very well as is. Same with a tank/mech force assault across open ground. IMHO the designation of fire zones should have some effect on the defender. Soviet tanks carried a fair amount of HE rounds for this purpose.

    Modern scenero of a "Thunder Run" type op or a Mogadishu type scenerio with a running convoy/column. You are approaching a terrain feature that looks like the perfect ambush location. The ability to suppress the potential units located there would be a plus.

    Just opinions.

    Dennis

  17. The HQ markers are just that markers. Other than that they can move shoot like any other unit. They do not have a special game function.

    There are some units such as engineer, FO, FIST, LRASS to name a few that do have game funtions.

    Some CPX designers use HQ markers as part of objectives so it is important to correctly model how a unit would fight and manuevr the HQ units appropriately.

    As far as how much fire support/recce assets I would say that depends. Not much of an answer but it is how it is. In Afghanistan you had 12 man SF teams directing dozens aircraft overhead.

    The SBCT FM's give a good feel for recce assets at the brigade level and the direction the army is heading. Not sure if there are UA FM's out yet.

    As far as putting it all together your on the right track! There is a book used by the Canadian army detailing a clash in Germany for training that could be of use to you in this regard. The name escapes me at the moment. Others that might be useful are Thunder Run, an excellent description of urban combat in Iraq.

    Dennis

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