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snake_eye

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Everything posted by snake_eye

  1. The real question is will the Soviet forces move into Ukraine before or after CMSF 2 ?
  2. In a wooded area, I have found the Hunt command useful, since the unit moves when there are no near threat. On the contrary the unit does not comply with it if the enemy is close, that is a warning for the player. That way, I use the hunt order for the scout, then the quick and move orders for the trailing units. IN RL recon takes time and is physically and mentaly exhausting even when the combat load has been left behind. Besides, I have found the Hunt order a tiring one if it is done with the same unit few times Pretty good AAR Bil
  3. Hi Erwin, Reading your preceding post, I thought you had it, following the incessant helicopters and fighters bomber attacks, besides the harassment of the shelling. Your advices are sound. I can tell you and BlackMoria will surely agree, that the enemy air asset can be frightening when it comes, but usually you get away without a scratch. The worst, I had, was an Humvee caught in the Darya pass exit and one or two Brit APC immobilized. However the artillery is to be considerate with cautious. BlackMoria if I remind it well, told me that the Hassan village had been fully flatten. I post three pictures to show the deployment of B Marines Company and a strafing sustained by the Brits. I won't be able to answer anymore for some time leaving finally in a few hours. Tablet and or Laptop, both of them, none eventually ?, that is going to be known shortly I wish all of you to get a victory and at least to have a nice time playing it. I shall only recommend that you play it R.T, since it takes its real value playing that way. Since many of you like and or prefer H2H, let me know if that complies with your needs and I could on my return made one available. If so, I wish that BM and or Erwin agree to play the scenario against me. No mind which side they want. That could be fun to play. Cheer to all of you - Marines - B Company deployment in the AO with 2 hours 11 minutes remaining on the clock. Staying in defence on LZ 1, Able and Bravo inflicted the enemy heavy casualties while Charlie rejoined from LZ 2 fighting its way along. At that time, a close up on Able and Bravo platoons B Company deployed in defence along the gully. 2 BRDM's from a previous counter attack have been destroyed. The heavy grass around is strewn with enemies bodies These Brits, one carrier an APC and a Scimitar, got out of that strafing without a scratch !
  4. Hi Erwin, You certainly got a point. A clarification or more likely a briefing objective(s) list of priorities should help the player. The timing of the Brits arrival is more difficult to change since it will be applied on all A.I plans without restriction. Too bad that we can't select a different timing from one A.I to the other. Believe me I have had a hard time finding the right time, or what I consider (maybe wrongly) of arrivals for the Brits. In one testing, I had a much earlier arrival time for the Brits and it looked like if I had emptied a bucket of troops onto the enemy. It was such a wild melee that I was not at all convinced of such a possibility taking place in a real battle. I think that this battle besides the briefing, for which we both agree has to stay that way. I have thought however to add a third A.I plan. But the dimension of the map and the OOB will bring us toward the same timing problem, you would like me to fix. However, I think that a V2, on the same map, could be done in the coming months, maybe with CM2 or earlier. The Marines will be the ones moving in with Recon elements, transports and tanks. They will have air and artillery assets to move from the dam toward the airfield. Doing a new battle will be somehow easier. A battle in the editor is built like a pyramidal structure. If you want it to look like one, you can not change too much things, once it has been built, since their replacements won't necessarily fit in the place of the ones you have changed,. Simply because having to comply to new design and or engineering needs, they are now different. Anyway, I won't be able to do anything for a month in the next 72 hours. I don't know at the moment if I am taking away a laptop or rather a tablet. If I only take the tablet which is handy, lighter and smaller, I might be able to get in touch, but that will be all. That won't prevent me to draw some sketches about a future V2. A last thing Erwin, I have slotted you as a volunteer for the next scenario and or appending of that one. that did work rather well with "A Helluva Road Opening" Cheer
  5. @Erwin, Thanks for pointing out that you could not locate the Sidi Barani ridge. No wonder, as you will find out below. About the briefing : I think that besides that location name error (it did happen frequently in WWII and even still today, despites all the available electronic means) the orders of the US Forces are clearly defined. Clear, Defend, Secure the LZ 1 & 2. If conditions prevails.....That means that if they have realized their primaries orders they could move a bit farther, but only if conditions prevails. That suppose that they could still defend and prevent any coming counter attack to get through LZ1. Once the Brits are passing and relieving them somehow we can say that the conditions prevails. Well the S2 made a huge mistake wrongly naming the Sidi Bou Said ridge, Sidi Barani ! Even with their tracking device yours guys must have been puzzled about its whereabouts. Please accept my apologies. The Main Defence Line before the Airfield is running along these positions, Hill 54 OP and then along the Sidi Barani ridge (should have been named Sidi Bou Said !). It has two or three bunkers and as much a hull down immobilized tank positions. Here after are some excerpts from the briefing : 1/ It is clearly indicated that some British elements are moving toward the Darya Pass Moving toward Darya Pass 1 x Recce (WISKEY) Scimitar 5 (GOLF) Platoon (BOURBON) 1 x Warrior Javelin 1 x Sultan Mortar Fire Controller 2/ It is clearly mentioned that the US forces primary objective is to defend and secure the 2 LZ's and that they could attempt to seize Hill 54 OP and Hassan SP if conditions prevails. US FORCES Our primary Objectives are to clear, secure and defend the NIRA 1 - 2 LZ's and Dam bridge approaches, to destroy their bunkers, to neutralize NIRA SP and Darya Pass defence If conditions prevail, US Forces can attempt to seize Hill 54 OP and Hassan SP 1. They must not in any case attempt to move forward of these objectives which are part of the Objectives of the British Forces. Here again the British Forces are warned that they will relieve on LZ1 the US Forces BRITISH FORCES Will rejoin by road LZ 2, With COVENTRY Forces and its attached elements, Leaving the Darya Pass clearing GOLF forces behind.. From LZ 2 to LZ 1,tThey will clear any pocket of resistance that might prevent the normal deployment of the Force on the FUP . On LZ 1 they will relieve the US Forces and start their attack from the designated FUP toward Hill 54 OP and the Airfield.. The Darya Pass Forces with GOLF and its attached elements will clear the pass and move in the opposite valley and toward the Anti Tank ditches in front of the Sidi Barani ridge (named on the map Sidi Bou Said !) . They will move forward on the same tempo that COVENTRY, since they will cover their right flank. They will snaked through the defence obstacle and move by fire toward Sidi Barani ridge (named on the map Sidi Bou Said !)and take it. Once done they will establish an overwatch to support the main attack along the main road on their left flank. The US Forces, ABLE, BRAVO on LZ 1 and CHARLIE and TERMINATOR on LZ 2, must link their forces, secure and prevent any possible Counter Attack to get through and reach the NIRA Dam Bridge. They must absolutely adopt a Defence Posture on a Stop Line running from Hassan village on their right, through the woods and onto the Gully on their left. That is the only way to preserve the future FUP of the British Forces till their arrival. The warning mentioned in the Designer Notes The duration of the scenario is 4 hours. That has been set such a way to allow players to assault the airfield cautiously, if they feel doing it. Players wishing to reach more quickly the airfield objective can do so. However it will be foolish to do it before the British Forces arrive. It could be done, but if the airfield is reached and taken, even if the Red side surrender it would be anyway a Pyrrhic victory in term of suffered casualties. That victory would not be acceptable in a real battle. I must admit myself that reading a briefing is fastidious, doing it is worse !. the proof of it is my Sidi Barani mistake that you have pointed out. But that means that you have read the briefing thoroughly. However, the defence posture of the Marines was not taken in account, at least sufficiently. That is why I had underlined again in the designer Notes, the fact that to reach the airfield quickly and doing it alone, that is for the Marines, before the Brits come, would be foolish. The players have to know that the briefing was adjusted through the multiple testing being made. At first, you have an idea. You try to put it to work with the A.I setting. Then you find that it does not match or at least is not realistic at all. You try again and again till you find that the action is somehow within the frame of the original briefing. So, you adjust it again, test it again till it seems credible. Then you finalize the briefing, reading it again and again If you end up with a briefing that will not match the battle you are about to play, it is like expecting a pretty woman for a night at the Opera and see her coming dressed for a tennis game. The communication seems to have been wrong somewhere. If the date was to take place at Sidi Barani, I accept to explain her why she did not found it and to tell her : "Je vous presente, Madame, mes plus profondes et plates excuses" Whaou, Men, I hope that this will be sufficient and that the matter will be close with her ! Cheer
  6. @Erwin and B.M B.M, nice to have you giving your point of view, with which I clearly and totally agree, to Erwin. You and I have tested and fought that battle having a precise look at the available forces and their assets with a special tactical awareness deriving from an analysis of the ground topographic features. That allows us to play it in R.T. Believe me the time being spent in defence, does not allow too much possibilities to have a nap. Even a short one. When eventually (depending of the way the player plays) times come during which the battle level quiets down, you have to take care of the WIA (if they are not in an exposed area) to replenish your ammos and or have them being redistributed among the grunts and to modify if needed your field of fire. Besides these necessities, I take time selecting a good emplacement for the TOWS (which I dismount from the Humvee, providing a lesser target). I also start , once the mortars and air assets become available, to delimit some interdiction fire plans in order to deny an easy access to LZ 1 to a highly possible counter attack (that is not any more a secret to any one reading the post). If the air asset is used accordingly with a good eyesight of the area, you can stop cold or at least slow down a counter attack should it be delivered. For doing so, as B.M wrote about it a well emplaced and hidden observer is needed Doing all these things take time and you come close to the Brits arrival expected time. For the rest, the battle is actually divided in two areas. LZ 1 and LZ 2 till the Brits arrival and from then on in a third area, while moving toward the airfield. Till the Brits arrival you have effectively to manage the engagement of the Marines on two separate area. In R.T, pausing and micro managing become a necessity. B.M has written and explained it at numerous time. Once the Brits go for the airfield you only have to care about them, the Marines staying as it has been written in the briefing on reserve, take care of themselves. Erwin you are right and wrong to my feeling when you become somehow annoyed by what looks like the emptiness of the battle ground, awaiting some enemy reaction awaiting the Brits arrival. They don't come, so they did in Arnhem in WWII ! Believe me, if you stop playing and look at the map, you will be surprise to see numerous Red Icons in places you would have swear minutes ago, that there were no living soldiers in. That is for the FOW. I do agree that playing in WEGO is somehow frustrating, since during 1 minute you just have to look at the movie. If you do so for an hour, sixty renewed time I can only pull my hat to your patience. I then do understand that at one moment, you can lose it, after renewed moment during which you stare at the movie and still not seeing that many actions. On the contrary when the action is there, you can at leisure look at it at any angle and as many times you wish. But you will still have 60 seconds during which you will be unable to modify what you have thought fully planned. Personally, I have explained in the past, why I favour R.T. It brings you right into the fight and you better have a good situation awareness to get a correct Sitrep. That is the same in a real action and it makes no difference wither it is a small one or a bigger one. Simply because you can not manage alone much more than a certain amount of information. If you had a staff around it would be certainly different and as a matter of fact, the staff is waiting for your decision deriving from their reports. This scenario, I believe can be played in WEGO, but since it is a situation demanding tactical skills (I am sure that many players have them, as you do) the battle must be played by the clock. I have seen in the past people crouched and not moving for an hour, simply because there was no way to do something else. they were safe, where they were and it was the safest thing to do. Every time in such a situation, all possibilities having been looked at with attention, that a Gung Ho move was made disregarding them, it ended with problems. Tactical training is dispensed to make you win with no casualty or at least to minimize them, if taking an objective is an absolute necessity. Reaching an objective with tremendous casualties did happen in the past, but it is not what is being learned in Military school. If it is done in a game in order to win the flag, let it be. To my taste I leave that scenario aside Since, I wrote that you must play by the clock, it might mean that you have to play very quickly in one action and very slowly in another one. Nothing is granted and the same twice. To meet your requirements that I do understand, even if I don't fully agree with you, I would like to find in CM one day, the possibility to play let's say in R.T and then in WEGO at a moment notice and revert in R.T when you feel doing it. To alternate between R.T and WEGO with the possibility to watch the video of an action during a 60 seconds period would be fantastic. More, if a recording of the action made in R.T was available, that would terrific. Maybe am I demanding too much ? About your question Erwin about a V2 : Remember your remarks about "A Helluva Road Opening". You were damn right and I did a V2. This time considering the tactic that has to be applied by the Red facing an attack on a vital area near their airfield, my hands are tied. In order to have them mount a counter attack, I have to take in consideration few factors. First the time. Second the pathways setting and the difficulties that the troops and the armor would have on their way. Third the result of the different testing, which provides to the designer valuable information's about the timing and the progression of the attack. All of these, will be looked closely. From them a realistic unfolding of the A.I can be obtained. Sure like in a real Counter Attack, a time comes when everything becomes quiet or at least seems quiet. Then you have to wait for the Brits....... Napoleon waited himself and instead of the ones he expected the enemy reinforcement arrived. In Arnhem the red Devils expected for too long the armor and the motorized reinforcement. At least in UK A Helluva Take Over - Op: Market Garden, the players can win and Black Moria lead the way in the testing. In any case all the remarks have to be taken in consideration, since they are always a golden mine to a designer. If he can not apply them in one scenario for the reasons I have explained, he will most certainly later on, design a battle with the requisites that take in account the needs of the players. A scenario designer without players and or players without a scenario designer, that we don't want it to happen. Like the Musketeers we are one for all and all for one Thanks to all of you Cheer
  7. Hi Erwin, Very good AAR. My god, you went through an ordeal, with relentless Syrians counter attacks. I did recognize some of my own actions in yours when I tested the scenario for its AI plans. To my feeling you fought that battle well. the FOW really played its part. I wonder how I would have fought it, if I had not done it. The scenario is highly re playable since there are two AI plans and it seems that they don't run exactly with the same time planning every time. That makes quite a difference for your defence..I think that from what you wrote you drew the best one. That is looking on the Syrian side ! *********************Possibly some spoilers ********************************* The enemy artillery seems in your case to have done the best it could to pin you down. To stay longer than necessary in LZ 2 seems to draw the enemy choppers. They ruined my tactical move more than one time, depending on which scenario AI you are against. The tanks getting through will come to players as a surprise that is not expected. At least when it comes so quickly. It appears to come quickly, simply because, we are somehow attracted by some actions that are hiding partly the tank movements from us. Well, depending where your guys are located. I have been able to stop them in the road slope leading to LZ,2. Sure enough two of them ran straight down on a Challenger. I posted a video of that action earlier. Like MG in WWII the airborne troops do not have the capabilities to move rapidly lacking transportation. They do have some AT assets and or anti bunkers weapons like few Javelin's, few SMAW's, some AT4 and M72LAW. The last ones become handy against APC's and Tanks at close quarter. but they lack armor till the Brits come. That is the problem. That is why, that battle should be fought in defence once the airborne troops primary objectives is taken or at least checked by fire, if not secured at all. The airborne troops should not spearhead the attack against the airfield. They can eventually follow the Brits and to my feeling they should not move farther than the Hill 54 OP. The airfield is the primary objective of the Brits and they have the forces to take it. In order to do so the Airborne troops should keep the gate open, allowing the Armor to get through at speed. Fortunately for them, they will not have to wait as long as the "Red Devils" did in Arnhem. I shall be very interested to read how other have fought that battle. That could be a very interesting tactical data about the way they managed and that could be used in further scenarios to enhance the AI plans. Cheer
  8. Oups ! Sorry Erwin, :confused: but these are tactical evidences, when you look at the map after having read the briefing orders. Luckily, I haven't written anything about the Brits Cheer
  9. Hi Erwin, Glad you like it. I don't think that you are handling wrongly your forces at the time being. You are right to ask the question about what should be done while awaiting the Brits reinforcement. You must first consolidate LZ1 and be ready to repulse any possible counter attack. That is easier done than trying to move forward without any armor support, sufficient mortars and air supports. The bunkers can be dealt later, that is if you don't get into their killing ground zone, if so they won't be annoying. The Nira SP, overwatching partly LZ1 and LZ2, should be checked by fire and better, mortars as soon as they are available. On LZ2 you must clear the area and try to link your forces with LZ1 and consolidate on the edge of it, in order to prevent any enemy force to get through to the bridge and remain there as a reserve. That means that you must suppress by fire the NIRA OP and the bunkers. The ones that should be particularly checked are the two, near the Nira bridge and OP, preventing easy movement on the road and the one on the LZ1 side enfilading the road and the bridge. The later should be destroyed or at least its occupants incapacited from LZ1 if possible. The Marines Humvee's with grenade launchers, 50. cal and ATGM, when they come will help doing so. If think that this battle should be fought that way till the Brits arrive. Actually if it had been a real one, putting aground with helicopters, troops on LZ1 and LZ2 would have been hazardous (for the helicopters), unless all defence were suppressed. easier said than done. The LZ's would have been located farther away from LZ 2. I was unable to do so. the CMSF map did not allow me any more extension having reach its size limitation. That is why, I was just barely able to design the road along the cliff. Cheer
  10. :DHi Erwin, I shall not get into any tactical advice, since you don't need them at the moment and seem to be fully immersed into the game. I just have to make a small correction to the briefing announced arrival time, having written incorrectly that LZ1 and LZ2 should have a Javelin team each within 10 minutes . The B Company HQ Javelin's teams are due on LZ1 within 10 minutes and 20 minutes on LZ2. That doesn't mean that this is the exact time. They might come 5 minutes earlier and or later. About the SMAW. The assault teams do use them. However, sometimes they don't fire, but just stare at the bunkers. If they fire, it usually takes quite a few rockets to kill and or wound the bunker crew. That happens often, the bunker remaining undamaged, at least not destroyed. I used sometimes the mortars with armor rounds against them. The best weapon against them is definitively the Javelin and second a tank main round. The British Scimitar also works well against them. Have a good game, be careful and don't fill the CCP - Casualty Collection Point -
  11. Some of you have already requested Blackmoria’s AAR ‘s made during the testing. They really were very helpful for finalizing the A.I plans, changing few set-up’s and A.I pathways. IF Blackmoria agrees he may post them in their original writing or revised forms as soon as he wants. That way they will be most useful for players looking for some advices. Doing so, as a matter of fact is as helpful to the players that it is to the designer. Cheer
  12. As you already know the file has been released and some of you have already requested Blackmoria’s AAR ‘s made during the testing. They really were very helpful for finalizing the A.I plans, changing few set-up’s and A.I pathways. IF Blackmoria agrees he may post them in their original writing or revised forms as soon as he wants. That way they will be most useful for players looking for some advices. Doing so, as a matter of fact is as helpful to the players that it is to the designer. Cheer
  13. Thanks Buzz, I hope someone will be able to provide a clue for your MAC issue. MAC is definitively not the computer I like despites all its qualities it had in design & graphic works years ago. BTW UK Ab Helluva Take Over.... Doesn't need to be corrected since it could stand for : UK Airborne Helluva Take Over..... Looks like I was lucky that my mistake could be read that way
  14. @Erwin and all of you Thanks. It really was a huge work, I am happy it is over. I just hope that it will please all of you. Considering the time it is somehow my Xmas present. You have surely noticed the bad spelling of the file being sent : UK Ab Helluva…….instead of UK A Helluva…..:mad: Leaving home Saturday and having not so much time left, I typed so fast, while uploading the file that my typing characters collided and you almost got a dyslectic title. I was then unable to change anything about it. You are all lucky, you could as well have found a file having nothing to do with the scenario Merry Xmas to all of you
  15. It looks like some armor is moving toward the front line. Are they reinforcing their defence line or are they moving to a DA (Dispersal Area) before counter attacking ? That video will be last one before the uploading of the scenario. Blackmoria has made a n excellent AAR of his battles with each AI Plan. His precise and expert comments made me work on that second A.I plan. I thought as a matter of fact that, one plan only, did not deserve the scenario, since many tactical options could be chosen. Two A.I plans will allow the player a renewed pleasure and or frustration (depending on its tactical situation !) in Wego and or RT. Cheer vieo link: http://youtu.be/yyEpk-hOYGQ Best viewed 720p and or 1080p HD
  16. Hi Combatintman, The Google earth map view is pretty well duplicated. It is amazing. I am sure that you will be able to offer us within that area some good battles. However, you might have to divert somehow from the real ones, since it is not that easy to match exactly in CMSF what happened in a real battle. If the A.I permits 16 orders, it does not have sufficient Groups. 8 Groups do not allow many options. That is too bad. Quite a few times, I have been obliged to modify a tactical A.I scheme being unable to have the chosen force into a dedicated Group without having to go farther than the eight available possibilities. That is why I am so eager to discover CMSF 2 when it will come out. BTW, If they could find a way to offer us a Trigger Action like it works in ARMA, then I am sure you will be able to get closer to what happen at the time for our renewed pleasure. Cheer
  17. The Marines are holding the line on LZ 1. Will the British Cavalry comes on time to prevent a Red breakthrough ? Beware : That battle movie does not reflect exactly the A.I plans found in the scenario. http://youtu.be/6mqwmAm4f3I best viewed 720p and or 1080p HD
  18. Good news. I have sent the file for a last testing at Blackmoria. If he has time to check it, I expect to upload the file on Saturday. The battle is set to 4 hours, but you can play faster at your own risk if that suits you. As I told you about earlier, there are now 2 A.I Red plans. I must remind you that it is designed to be played US Blue agains the Red. If someone wishes to play it H2H it is possible with minor changes done in the editor, but there are no briefing done. Cheer
  19. I shall do the best to send the file to Blackmoria tomorrow. Just finishing a briefing window with the time of arrival of the Mortars and Air Assets. Here after just the beginning of the briefing: In the course of the invasion of Syria, our 2nd Regiment / 1st Marines Division has been slotted by NATO HQ for blasting the NIRA dam door open, thus freeing the way to the British forces tasked with the assault of the much needed Nira's airfield. The code name of our mission chosen by a NATO bright mind is "Market Garden". Don't get me wrong, we are not going to go in history with a "bridge too far" tag on our back. We are the US Marines and assaulting either by air, sea or ground is our fare. We rather do it rightly and there is no one among our enemies to complain, because there is no one anymore around. You got it right ? Ok let's go through the mission. The last weather report confirms a thick haze in the AO with a blowing medium South wind. The temp is rather cool and the ground is damp. About the enemy. We have had a new assessment done three days ago. It looks like all aircrafts and helicopters seen earlier have been moved to a farther field. The bad news are that the runway has been partially damaged to prevent any landing by our forces and the good one is that their Air Assets loitering time will only be of short duration, if they use them as expected. About their Ground forces: They have a Static Infantry Company reported as being from the 2 Infantry Battalion stretched from Hassan Village to Nira's Dam and Nira's SP. Some of its Elements seem to occupy the Darya Pass. They could built their defence fire plan around the four bunkers securing the Nira's bridge area. Our S2 points out that another Motorized Infantry Company from the 67 Battalion, without any truck, located near Al Farouk could manned some entrenched positions in a forward defence line. The Main Defence Line before the Airfield is running along these positions, Hill 54 OP and then along the Sidi Barani ridge. It has two or three bunkers and as much entrenched positions with a hull down immobilized tank We have been most concerned till yesterday about the Anti Tank ditches running in front of that Defence Line. As a matter of fact we had been told some weeks ago, that some Pipe Lines had been deployed in order to fill them with petrol, to set them afire. A Special Force team has successfully blown the pumps of the station, just a few hours ago and been ex filtrated with no casualty. If that had not been the case we would have been obliged to fight in an oily and low visibility environment, preventing all Air Supports demand. S2 also thinks from radio intercept, that one or two, maybe three Motorized platoons from another Company of the 67 Battalion have just arrived. They with a few tanks seen, being moved on their trailers toward that AO could be part of a Force deployed to counter at short notice any attack on the airfield. Mortar and some Artillery fire is expected as usual, but we have no report of Artillery batteries being deployed in the AO. However a lone ZSU-23-4-Shilka has been spotted during a last Recon near Al Farouk yesterday Our mission, will start at 05:35:00 Zulu, with the following US Forces opening the way to the British Forces. From the moment our first air assault begins, we will have at the most 2 hours and 30 minutes before Elements of 3 (BIRMINGHAM) Battalion and 4 Regiment Armour could relieve us. They will then proceed toward the Airfield, destroying any enemy forces along the way and seize it.................................................................... Cheer
  20. Well, glad to read thatI am not the only one having trouble trying to unzip these files with WINRAR. I thought that my WINRAR was out of service which it is not. It works well with others downloaded files but these. Too bad.
  21. Late news. The scenario is done at 95%. I am just finalizing the briefing and making sure that I am not omitting anything that might be the cause of problems for the understanding of the player. Then I shall send the file to Blackmoria to test the second A.I plan, if he has time to do so. The testing of the battle on my part is done, so I could release it. But Blackmoria might think differently and I trust its judgment . There are two A.I plans to enable a player to play it another time and find things totally different. Sorry for the video I told you about. It is nearly done, but I have had some commitments that took all my time. I shall do the best this Weekend. Here after are two shots of the LZ1 area and a view taken from the airfield toward it.
  22. @Blackmoria Hi, I have not sent you the new file , since the Email you are referring, You have not miss it. I am since yesterday applying the new A.I plan to some units, following the brain storming I had time to think of while traveling without any mean to use my laptop. I have also decided to add a second A.I plan. That is the one I would like you to test. I am putting on it the last touch and I shall send it to you. If you can look at the first one, you will see some changes. Cheer @Buzz, You will have plenty clashes in that scenario to see what is best to play. However WEGO is pleasant to look back at numerous time in order to understand what worked or failed. But as known, once the turn starts it is for the best or the worst with no mean to alter it for 60 long seconds :cool:.
  23. Well RT and WEGO has been discussed many times in the past; Both have their value respective to what the player wants to find . To my feeling, I agree with Blackmoria in the sense that playing RT, since the beginning and not stopping the game till the end, most of the time. I was not micro managing, hence I did not need to pause the game. Then came the time when I played and or made scenario with actions happening not necessarily at the same place. I then found extremely difficult to control these separate actions. Having read how Blackmoria was doing, I progressively came to play the way he did. However, even with pausing many times as he recalls it you can still miss an action partly or totally. I would like to say and Blackmoria having been in the Army will agree with me, that playing RT and missing some parts and or totally an action not being in the area I am fighting is somehow what you discover in combat. The FOG of war unless, you are in an HQ and having all the C2 working finally, is more often present than absent even now days. BTW Blackmoria, do you have some time to test the second AI ? I changed some setting as well on the first one following your AAR.
  24. The tactical map and its principle objectives The TOW being dismounted makes a smaller target. However it is difficult to move it once in a fight. Don't get your tracks close together, choppers and or fighter bombers are around The final prize, the airfiield
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