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afreu

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Posts posted by afreu

  1. I usually play on veteran difficulty in real time. In my opinion it's manageable. Although of course my judgement is biased since I already know how the enemy is going to behave :P

    I know one can get quickly frustrated if a mission is too difficult. I try to find a way to make a scenario challenging and fun at the same time. So that ideally even if you get annihilated by the AI you still had a fun time ;D

    I'm looking forward to more feedback from you, handihoc! There are a few things I could change to reduce difficulty, like adding more support assets or decreasing the enemy counter attacks.

  2. Lead a battalion sized units of Royal Marines on an amphibious landing operation.

    You command Yankee, X-Ray and Zulu company + some additional support units and various indirect fire and CAS assets. The coastal defense consists mostly of reservists and a few special forces.

    This is a three phase operation, starting 45 minutes before sunrise. Time is a crucial factor. If the Royal Marines don't manage to overcome the enemy defenses quickly they are in danger of getting pushed back into the sea by enemy counter attacks.

    RMM_01.jpg

    RMM_02.jpg

    RMM_03.jpg

    RMM_04.jpg

    The scenario is available at the repository.

    Have fun! Feedback is highly appreciated.

  3. I opened this thread to collect impressions on the already released version of PT Boats.

    Likes

    + I'm able to play at a reasonable framerate on my lower-than-average notebook

    + The graphics are quite nice looking although I've everything on low (must look impressive with DX10 enabled and high quality settings)

    + The PT Boats are incredibly detailed

    Dislikes

    -There are a few campaign missions (actually the majority of campaign missions seem to be like that), in which you command not only 2 or 3 PT Boats, but also Cruisers and Destroyers. This however requires that you abandon the control of the beautifully detailed PT boats and change to the map overview in order to coordinate all your forces. In effect making it more of a strategy game than a PT boat simulation. In addition the strategy interface is a bit cumbersome to use.

    WHY? I think this is something, that has the potential of ruining the game for many simulation enthusiasts

    - In some missions (specifically the second mission in the German campaign) it's not clear what I have to do to activate the mission-success trigger

    - The steering of the PT boats is okay, but doesn't really feel like a simulation. I'm comparing PT boats to the Ship Simulator series in this aspect, which offers a better way, especially for the rudder.

    - It'd be nice to be able to save those men, who abandoned other sinking ships. It's weird to see fellow sailors trying to swim to the nearest shore, after their ship got sunk in the Atlantic ocean.

    - IMHO a mission/scenario editor is a reasonable standard feature of any simulation. At least the German version of PT Boats didn't ship with a mission editor. So you've a few campaign missions and the multiplayer, which probably amounts to a few weeks of playing, and that's it.

  4. Well, RED has very favourable starting conditions. It outnumbers the BLUE player 3:1 and has heavy weapons in positions with very good fields of fire. Since the AI has certain tactical limits I as a scenario designer relied on a numerical RED advantage to make the game challenging.

    To play this as PBEM you would first have to reduce the number of red troops in order to make it a balanced game.

    SPOILER

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    Thanks for your feedback FightingSeabee. Although in the briefing I recommend to use the trenches on the northern side of the compound, placing units in there isn't such a good idea, since the grenade launchers and recoilless rifles on the eastern hills have a perfect line of fire to those trenches. The key to reducing casualties in the first 40-50 minutes is to place all your troops in buildings on the lowest level. Snipers or other units in the second level or on the roof are going to be eliminated very quickly by the enemy positioned in the surrounding hills.

    BTW my best result yet was 30KIA and 30WIA.

  5. You're right hcrof, the US soldier ran out of ammo and picked up the AK from an ANA casualty. Happened with Afghan soldiers, picking up M4s or SA-80s, or British picking up M4s, etc.

    You'll have to watch the ammo level of your soldiers in this scenario. Especially the British units use up their ammo quite fast. It happened to me that single units got overrun because they only had a few handgrenades left to defend themselves.

    Sry again for the problem with the first upload. Now everything should be Ok (teaches me to hire some beta-testers for the next mission).

    Looking forward to your feedback (good and bad)!

  6. Hi,

    I just uploaded another Afghanistan scenario (should appear shortly in the repository).

    --> Both the Marines AND the British module are required!!!

    JV_06.jpg

    Command a ANA company, a US Army OMLT and a unit of the Pathfinder Platoon in a defensive battle against a massive Taliban attack. Support will be provided by air assets from the USMC, USAF, RAF and RNLAF. A quick reaction force of the 3 Para Battle Group is on the way to help out.

    The gameplay is centered on infantry combat but CAS plays a very important role.

    JV_02.jpg

    ANA and OMLT defending the compound shoulder to shoulder.

    JV_05.jpg

    The compound from above.

    JV_07.jpg

    Pathfinders, US Army soldiers and ANA soldiers holding the line.

    JV_09.jpg

    The USMC patrol trying to break the encirclement.

  7. Just finished the last mission "Bowling Alley" with 25 men killed, 13 men wounded, 1 tank lost and 3 armored vehicles lost. A truely epic battle although I only cleared the left side of the highway. The performance was terrible since I played in real time (I know that the briefing suggests turn based gameplay but I only play RT).

    For the whole campaign the British suffered 99 men killed, 77 men wounded, 2 tanks lost and 10 armored vehicles lost. Probably half of that in the three battles in and around Damascus. Without the US Army support I doubt I would have been able to survive those fights.

    Overall great campaign. Not necessarily better than the original or Marines campaign but certainly an interesting new experience.

    I'm thinking about going back to the "Courses of Action" mission in order to try the alternative campaign path. How many missions does that alternative offer?

  8. The airfield assault and the police station are probably among my favorites of the campaign as well. With the airfield assault I really liked the infantry centered action and the police station scenario just had a great atmosphere.

    I'm now a bit further into "Going Downtown" and from all the stuff that's thrown at me it feels like the climax of the campaign. At least I can't imagine having much forces left to fight another battle after this one :P

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