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ThePhantom

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Everything posted by ThePhantom

  1. Team Mongoose and The Cobra is a scenario that involves a lot mechanized forces. Of course, near the end, there’s a climatic exchange of fire – With the US M1 Tank Platoon cleaning house. However, the mission of the Syrian battalion is to inflict damage to the Stryker element heading for their objective. There’s a few minutes where the Stryker company must fend for themselves against a strong armored attack. I tried to develop a red player against blue AI. It just was too easy. So the scenario is best played as blue. Give it a try and tell me what you think. http://www.cmmods.com/web/CMMods.nsf
  2. Webwing, Is it really going to be an infantry only scenario for TOW? That would be great. I've got to play that one.
  3. Great map, Webwing. I have TOW but I haven't played it since Shock Force. Waiting for this patch on a game that has such great detail.
  4. I agree with Jung - I will always look at Drop Team as my first online game play. I had a great time and enjoyed playing with and against you all. I feel like I know you guys, as crazy as that may seem, we've had some great battles. I've enjoyed this game very much. Perhaps Clay went on vacation and tripped over the cable going to the server as he went out the door. It's been too long now, gentlemen. The end has come. I wish we hadn't waited so long to start a team tournament. We pick a date for the first one and the plug gets pulled.... Is this fair?
  5. I'll try this one for the weekend, Seabee. Sounds interesting.
  6. Hey I'm on vacation, December 27th. I'll be free all day - Count me in the Dropteam tournament.
  7. Great point, DaveDash. The smoke screen makes a protective shield that enables anyone inside the shield to become invincible. No LOS can be pointed through it or on it. When wind is used in the scenario - you can sneak by a strong defensive position. I wonder what would happen in a two player game? Can you aim at the ground before a passing smoke screen and area fire into it?
  8. Hey I was just wondering - I never got any feedback from BravoBlackJack version 2. I liked that one. Anybody ever play it? I know it's a firefight right from the start. Yet, it can be controlled. I think the push into the city sector is enjoyable.
  9. I've been playing the crossroads campaign. I think that first scenario is very cool and replay able. I've improved my smoke screening tactics 100 percent. If you time it right - You can slip an entire company through a well defended area. It's like the Syrian AI just looks away from the cloud of dust(smoke) and they don't worry about it.... Until Holly Mohammed! That wasn't a cloud of dust!? There's a company of US infantry behind us!!! I love it. Plus, they don't even hear the rush of footsteps that go along with it. They think it's just cattle running from the advancing Americans. This is pricless stuff(LOL). I'll be putting Return to Babado final out on CMMODS when 1.05 comes out. Great campaign, Webwing.
  10. This is going to be cool - I'll give my report in a week!
  11. Don't water it down! In fact Webwing try to make it harder. In my Return to Babado scenario there was a major flaw. American units could push beyond the inner compound and get into the Syrian reinforcement zone. It was complete slaughter if this happened. What I did to stop this from happening was place a blocking force into these areas. ***Spoiler Do Not Read if you haven't played*** Webwing, you've got a similar issue. At start I rushed my scout team west. I setup a base of fire at the center with 1rst platoon. The scouts flanked the hill and removed the enemy force. I took the 2nd reinforcement platoon and crossed highway west then smoked screened along the highway ridge. Quickly I advanced to the end of the west hill. The first house to the objective area was overrun. Here's the kicker. The Syrian flanking force suddenly appeared in the open to my west flank. They were quickly eliminated. At this time several technicals entered my kill zone on the highway at the north end of the map. Too make a long story short, Webwing, you've got to put a blocking force on the far north west hill (Bunker) or a entrenched MG element on the west side of the highway ridge. Once the US player gets in this position the game is over. Somehow you have to come up with something that stops this from happening. I've got it. Deploy the west Syrian reinforcement element sooner and make them stronger. [ December 09, 2007, 09:30 AM: Message edited by: ThePhantom ]
  12. The smoke screen worked very well. I deployed smoke. Then as the cloud moved I quick rushed a squad into it. As the smoked moved I moved each squad. I never had a casuatly while doing this. Soon, I was at the spot I wanted to be. But when the smoke cleared - Big trouble. [ December 08, 2007, 10:06 PM: Message edited by: ThePhantom ]
  13. I've had my first go at the crossroads. Wow! Webwing, that was a ground pounding battle of attrition. I received a draw on this one. I will try again in a few. I do rate this one, "As the best so far." Of course I'm a little bias towards infantry but Wow what a challenge. The long distance exchange of rounds going down range was impressive. ***Spoiler*** At the start, the initial force began to deploy in the building area. I blasted a hole in the wall and started pushing my recon element forward to a house. I established a base of fire with my two MG teams and laid a smoke screen. The MG teams took out technicals on the highway before they could dismount their troops. I did try something new, I utilized the wind with smoke in this scenario and pushed my heavy infantry platoon forward in the center. I pushed too much, once the smoke screen cleared my digital hard dogs were in real trouble. I received fire from every hill and building on the map east, west and north of their position. My scout platoon stayed at the house but my 1rst platoon started a slow crawl back to the trench line. It took me forever to get them to turn around and not head back. The fire was too intense. Luckily, the remainder of Alpha company joined the battle. I decided to take the east high ground. The heavy enfilade fire coming from this hill was disrupting my center position. I moved my 3rd platoon Alpha across east of the highway at a perfect time. I think I disrupted an enemy flanking force before they got in position. 2nd and 3rd platoons worked together by bounding north to the hill’s end. The smoke screen with the wind was perfect and I was able to push to the first house of the main objective. At this point however, my advance had stalled. I decided to leave the remainder of my two platoons in position and start the assault with Bravo company that had just arrived. I couldn’t believe I was fighting against the clock. I only had 25 minutes before the battle was over. I started to press the center. The amphitheatre defensive position had collapsed in the center and I was able to get several teams to the top of the small hill. The enemy fire had become more sporadic. Time! 4 minutes left. The game breaker came when I had to halt my advance and remove a flank threat to the west. A house that hadn’t shown any signs of enemy, started opening up just as I attempted to push North. The end result, a draw……… I will not let that happen again - I know where the enemy is Now! I think my problem was I took too long. The next time I will push all of Alpha to the left. Best battle I’ve played so far. Great job, Webwing.
  14. Great scenario, Webwing. I'm just starting now and it is fun. Infantry, nothing better. I'll give you my report when I'm done. I was looking at the hill "Objective 2." Should name it the "Amphitheatre." Looks like something on Iwo Jima.
  15. Let's make it simple at first. Eight players, 2 random teams - No holds barred! Best out of 3. Winners get bragging rights.
  16. Nobody likes the team play tournament?? I do.... Anybody else? Anybody..............? Anybody at all.........?
  17. Rollstoy - Great Job! How'd you do it? :eek: You kept the casualty rate way down. I want to see if you can beat version 3 like that. Plus, I really hate Total Victories! :mad:
  18. SgtMuhammed I forgot too add that was the meaning of Return to Babado. " - and still they kept coming!" That is how you feel in the last phase of this battle. The 7 to 1 ratio, that you mentioned, is about what I got too. With a 2 to 1 ratio on vehicles lost. Can you imagine what the US media would say about this battle?
  19. My wish with Return to Babado is to make an extremely difficult to win single person scenario. Without making it too overwhelming. Throwing enemy AI infantry down the streets to die is not what I want to see. However, I knew it would turn the battle intensity up. Makes the last 20 minutes of the game smoke by. I've got a new assault plan for version 3 that adds a little "Oh my God!" But it wont be hordes of Infantry teams. Just wait - When version 1.05 comes out - I'll put Return to Babado Ver 3 out. Plus: I knew you weren't talking bad about Babado, Rollstoy. It's just I can't stand that major victory stuff :mad:
  20. Let's make teams. Drop Team is ten times funner when there's teams playing.
  21. Rollstoy, If your two hard charging grunts got into the objective with no enemy present. You did win. The final version of this will come out when 1.05 patch comes out. I've improved the scoring and that "quantity" will be set to quality. I just used the mass reserve wave as a test to see if adding more bad guys would help make the scenario harder. I think it did. In the final - a much more planned assault will take place at the end. I'm going to try and stop this major victory stuff.
  22. SgtMuhammed, I found the A10 was just throwing rounds anywhere. I witnessed attempted friendly fire accidents several times. I don't believe the A10 is designed to be used as urban ground support in this game. That's ok, because the two Apachees work great as ground support in Return to Babado 2. My final version, I have two groups of two Apachees at mid point in the game. With 4 Apachees on call until the first group leaves the battle. I know it's alot - but it sure keeps your observer active. Plus, I've seen how useful they are. The vehicle catastrophic explosions have the Hollywood effect. This close quarter battle really shows this issue. I don't think the Stryker uses propane for fuel, yet I think they do in the game. The field commander likes to know when his vehicles are hit. He decided propane is perfect for this. If he can't see the explosion - He'll sure hear it! Plus, it let's you, the player, know when one is gone too.
  23. I thought you might have missed that part, Handihoc. Might be time for a spoiler. Rollstoy - The Javilins can be unpacked but you really need more men and ammo. ***Attention Spoiler*** The final phase of the battle is the Syrian force throws in its reserve element. It's a understrength battalion, all infantry. I don't know - Might be too much. I think the American 1 - 3rd platoons and the Bradley platoon will run out of ammo. But, the 4th platoon seems to be very effective in taking the objective. That's the key in this one. The side that occupies Shakims Headquarters is the winner. I think the final Syrian assault is believable. It's a sign of desperation on their part. It seems they are very tenacious at gaining control of the inner compound.
  24. Handihoc, I put a fourth stryker mounted platoon in. It was to assist 2nd platoon and scout platoon. Did you use them? I felt a push by this platoon helped get the squads to the Al Shalem road.
  25. Rollstoy - That's the same house I've had the issue with alot. I tried to lower the trench line in version 2. The elevation level is now 20 and the evil house is at 19. Before I had the trench on a small hill at 21. That pic you have is actually representing 2 levels in elevation. Hopefully, by dropping one elevation it's better now.
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