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NEW SCENARIO - Just Another Day...


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Justanotherdayintroimage.jpg

You are the XO of Alpha Company 1st Battalion SBCT. You have been assigned to escort a convoy of 4 HUMVEES carrying much need supplies along MSR DELTA to the Rearm, refuel and resupply point 3 (R3P) which services your SBCT. For the mission you have attached the sniper team from battalion HQ, and 3rd platoon from Alpha Company in their Strykers - 3rd platoon has been continuously engaged in combat for the past few days. This low stress mission is to give them a break from being in the front line. Given the recent chronic manpower issues caused by casualties to IEDs in the battalion this is what currently counts as a rest.

A rapid response unit is available from Brigade, although they are stationed near R3P about an hours drive along MSR DELTA. ("Not all that rapid you think...")

Currently the HUMVEES are travelling along MSR DELTA five minutes behind you, as you and 3rd Platoon cautiously approach the seemingly deserted village of As Azrael. The quiet is unusual as the village is normally a bustling small centre of population...

Playing the Scenario

This is a small scale action (map about 500m x 500m) and lasts about an hour. There are several Red and Blue AI plans.

You can grab it at CMMODS

Designer: George McEwan

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Gave the scenario a spin with the new 1.07 patch.

Sheesh! The map is excellent. Has the a realsitic feel to it and I love the ton details.

Scenario flow is good. Time limit is just right. I didn't reach the last objective, but I got delayed too much at the beginning.

---SPOILERS---

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Played blue against red.

The counterattack right at the beginning was totally unexpected. Tried to keep the momentum and push on towards the town at first, but had to commit more and more units to deal with the enemy troops. Things got a little chaotic and I lost about 30 minutes while dealing with them - and there were still a couple of guys firing at me from the far right flank right up to the end.

Since time was running out, I decided to press on across the river anyway, first stryker bought it there when it found the buried treasure.

Moving though town was quite a relief after that. I really liked the way the town was put together. Tactical decisions came quite natural. Lost a few men and another stryker on the way. Final blow came when a squad was killed during the last minutes close to the final objective upon entering a building - but I was probably rushing too much then.

I was really suprised in the end when I saw the number of enemies. From the fight they put up I'd estimated their numbers to be twice as high... :eek:

---

Scored a major victory (1400-366pts) with all but 1 objective secured.

Thanks alot for the scenario. Will definitely play that one again.

[ February 22, 2008, 05:29 AM: Message edited by: birdstrike ]

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Originally posted by birdstrike:

Gave the scenario a spin with the new 1.07 patch.

Sheesh! The map is excellent. Has the a realsitic feel to it and I love the ton details.

Scenario flow is good. Time limit is just right. I didn't reach the last objective, but I got delayed too much at the beginning.

Thanks alot for the scenario. Will definitely play that one again.

Nice one smile.gif There are several Red AI Plans so it'll not play out the same on subsequent runs ;)

Glad you enjoyed it smile.gif

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  • 3 months later...

splendid scenario! just finished it some minutes befor. i got a nice screen of a "movement bug" but that was a smal downside and has nothing to do with the scenario itsef.

***SPOILERS***

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ok, the first i saw from the enemy was some movement to the far right down into some irigation ditch, and some minutes later on the left too, behind that berm.

i could fend of the left attack with one squad and the sniper team + the 4man MG team. however it was quiet suprising, and i had to move the MG team up to the left in order to help out. the sniper itself got "sniped" by a RPG29, he was my first casualtie, but well, ok, the other two did well also without him :D

while doing that i moved a squad on the other side of the bridge, i passed the bridge on the left side as i suspected "something" on the right where the road is, also the houses are ther on the far right.

ok the squad made it, and after i saw that the attack to the left comes to a halt i also packed up my overwatch squad on the right in that walled compound and rushed with the bridge smoked to the other side in a dead spot. there is dismounted the 2nd squad wich assaulted the closest houses there.

some turns later the left side was cleared, and i packed up the rest and moved em over there the same way.

on the other side things where going fine and i took base 1 and 2, but after that, i was to much waorried about whad moved there on the right side. so i took up position on the roofs of base 2, and started to attack the fields down there with one squad, while the others watched from the roofs, through the ditch wich leads down there. ok so, i was down there in the ditch but time ran out than, i killed about half the squad there in the fields(it was just one) but than the game called for an end.

basicly a total vicory, but not to clear im my eyes. it was something like 500 to 0-50.

however, i failed at takeing 3rd and 4th base, and didnt held my homebase. i had no clue that there is a homebase and i discovered base 1 and 2 also by accident. i guess thats intened.

still my luck was that the enemy also accomplished basicly nothing, so the point difference is still big.

however i wouldnt call decisive what i did. nevertheless i lost no stryker(one bogged->immobilized while slowing on this broad dirt street past the bridge :D )and had about 10 wia/kia in total.

great mission!

EDIT:

forgott to say, i looked up what defended base 3 and 4 after i saw that there are 2 more in the end screen. they just had the Co HQ and a sniper team in the town left. so it was really idiotic to not move on, but well i couldnt kow that :D

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Hi Pandur

Good job smile.gif

My thoughts behind this scenario were to make it a small fight, violent and sudden, but overall it's difficult to achieve a meaningful result. An attempt if you like to recreate the humdrum violence of these small ambushes that achieves no grand tactical or strategic goal but in which men fight and die. Hence the title.

Thanks for your AAR it's always good to read how other players find and play scenarios.

Cheers fur noo

George

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Spoiler….

George..

Great scenario as always…

Just had an entire squad wiped out by an IED … well short of one guy who only went Yellow as opposed to red… … I was first quite shocked, just sat there watching the smoke.. then laughed at the fun of it all… smile.gif .

I certainly did loose the game. After the above setback rather lost my nerve and became too cautious ;) .

Great stuff…

Keep them coming…

All the best,

Kip.

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sorry to take this into the "just another day..." thread, but i did a compleat search of the CMSF forums section and nothing turned up. and a new thread for this wasnt in order i felt.

after replaying the campain in 1.08 i passed night stalkers, thats where i stoped in 1.02 or .03 last time.

so i was in "ambush alley" and the briefing told me that it was made by you, thats why i come into one of your threads here. i want to tell you how awsome it was ;)

the map;

beautyfull! i like good maps and i cant remember any of your maps to be less than fantastic in my taste.

the battle;

the only downside is that the time is too generous for the US side.

however i tried a realistic aproach and drove my first stryker platoon along the road expecting a ambush but not "knowing". so, it didnt came after about 100 meters of driving, it felt fishy, so i dismounted a shot up platoon(it was shot up from the start! :D ) to go to the left side into the houses. it was too quiet(AI at coutious or hide!?) however.

after that i send 2 strykers with mounted infantry forward to the causeway, they set up blocking position there to deny movement on the otherside of the map and around the objectives.

while i dismounted the platoons on the street shooting started, but not too much, fire came from the first two objectives towards the street.

long storry cut short, 1st platoon found the enemy and fixed it, 2nd stryker platoon reinforcement came in to secure the first two objective with overwatch from 1st platoon.

last platoon, the one mounted in bradleys ignored the starting side of the map at arival and drove directly past the bridge puting up position there with both abrams, shooting up the enemy on their way to the objective trenches, or what was left by my arty befor, its was just 2 guys on one side :D .

than the other 2 objectives got a direct heavy pounding by arty and 2nd stryker platoon sweeped the houses to the right i totaly ignored so far and shot up more opposition there.

at that point i had about 50 turns left and plenty of arty left too, so i strated to pound the far end of the map and all objectives rather heavy again, and again :D

than they surrendered. i lost 11wia/kia and no vehicle.

however i think something is not working as intended. i rooted many RPG7´s and also one or two RPG29 out of the houses, but they had never shot beside haveing a clear shot on the street i drove X vehicles past them.

its the "same" phenomen i saw it ash sammas(sp!?), the 2nd campain mission if you win the first with total victory.

its like they are so cautious they dont shoot beside haveing a sure kill. you have to enter the house where they are and sometimes not even this is doing anything. you can shoot them without any danger to your troops.

however i had great fun playing this, but i feel my realistic aproach would have yielded me 3 dead strykers at least if all this AT guys would have done anything.

as said, it was too quiet in my game. still its a awsome mission, thats why i come here to tell! smile.gif

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Hi Pandur

Glad you enjoyed Ambush Alley smile.gif

I guess with all these early scenarios we'd no idea how easily or quickly people would adapt to CMSF. Also as we were designing scenarios the game was still evolving, plus we were learning how to design scenarios - lot's to keep you busy!

Looking back I think that compared to scenarios being produced now, these early scenarios are easier. Also as elements of the game have evolved (now at 1.08) then unit behaviours are different from how they were when the scenario was first done (nearly two years ago now!).

So I think that might account for the odd reaction of the RPG gunners (bet I had the AI plan set to hide...), that and the fact that scenario designers have got a bit more sussed as to how to get the best from the game.

Still sounds like you enjoyed it which is the main thing I reckon smile.gif

Cheers fur noo

George

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