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New Scenario: 3:10 to Yuma


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Here's a new scenario. Company-sized; urban and rural terrain; play as blue vs. AI only; requires the Marines Module.

Preview-4.jpg

A team of Deltas must protect a captured insurgent until a cavalry troop arrives to escort him to army base YUMA.

I used Marines as stand-ins for the Deltas, so those who like can use Normal Dude's Marines SOF uniforms.

And for those who have M1A1TC's Iraqi Police uniforms, I have used Syrian Special Forces as Police, so you can use these aswell.

I'd welcome any initial feedback before I put it on the BF repo.

The scen is currently available for download here:

http://www.mediafire.com/?wmy01ztny9z

:)

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WOW Rating..... Fantastic job, Birdstrike!

This is a very well thought out scenario. I enjoyed the deliver the “guy” to a location and then escort him out of the area. First time to play I received a minor victory. Great map and very well designed AI. I will certainly play this again. Minimize the casualties will be my next challenge. Is there more than one AI plan?

***Spoiler***

The Cavalry comes at a perfect time. I was starting to really sweat it. I was down to my command teams and the “guy.” Worse, I had to have my teams run out to abandoned hummers and get more ammo. That was treacherous to say the least. This is the first scenario where I had to dismount my crews on some of the Bradleys to clear out the main street buildings. Let’s see more like this…. Too cool!!!

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Thanks a bunch. Glad you enjoyed it that much. :)

Very cool, it seems to work as intended.

As Michael Cain said in A Bridge too Far:

"Remember what the general said; we're the cavalry. It would be bad form to arrive in advance of schedule. In the nick of time would do nicely."

I wasn't sure how it would turn out. I've played it so often myself, that in some cases I could get me a cup of tea while the TacAI did the rest.

If you happen to play it again, there is a total of 3 AI plans, mainly affecting setup and some pathing changes. It should affect the pace and difficulty of the scenario overall, so it's possible to play it again and have a totally different outcome with the same tactic - theoretically, of course. ;)

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Great Scenario! Getting the prisoner to the police station was fun and full of little surprises.

Holding the police station was tough. At the end I lost all my Delta guys except for maybe a couple of snipers and an XO team. At the end they, along with one green police squad (heavily mauled) managed to repel several direct assaults. It was awesome!

My Cav team did well dishing out the pain once it got there, but I think I didn't maneuver aggressively enough and as a result wasn't able to get my prisoner to the extraction objective in time. I ended up with a draw.

Your AI plans were simply amazing. I wish I could coordinate the AI that well. I want to lavish more praise, but I don't want to spoil things for anyone.

A couple of problems though - none of them your fault, but gripes with weird things going on with the game: 1) Vehicle path finding sucks. I loose more vehicles to this than bad tactics on my part. 2) Is it me or is CAS kinda buggy sometimes. Sometimes my support doesn't show up at all, or if it does, it doesn't drop anything. I hear the fighter fly by, but don't see anything go *boom*. I then check the support menu and see "coming around". This isn't the first game where I've noticed my fighters fail to deliver - helicopters are more reliable so it might be limited to fast movers. Is this working as intended or a bug?

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Thanks for the comments cmfan, much appreciated. :D

btw. reaching the exit point doesn't give you points, it's more of an option to end the scenario early at any point when all other objectives are achieved.

The CAS works okay for me - except the occasional friendly fire. ;) But sometimes units move out of target zones - and if the aircraft can't spot anything, it'll make a fresh run.

Also, I reckon AHs should have better chances to spot targets because of superior dedicated A/G sensors and because of being closer to the scene - don't know if that's modeled in the game, though.

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Last night, I have lost every single Blue soldier on the map before reinforcements arrived even though I considered my defensive setup to be sound. I guess one problem was that I underestimated the ability of the enemy to close up to RPG range due to terrain shielding.

I shall try and keep a tighter perimeter in my next attempt, perhaps even bunching up everybody in the police station.

What I have seen so far was a great battle! The "race" to the police station with guns blazing in all directions was a thriller.

I thought I would be able to keep my FO alive hiding on the flank of the start-up hill. Bad guess :(

Best regards,

Thomm

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Well, this time I was sure I won, only to find the captive dead in the streets, well outside his cell.

The way it looks, the guy ventured outside to administer buddy aid to a crew!!!!

And just picture this: I have a savegame with arriving reinforcements that shows the tracer in midair that is about to kill the guy!!!

Seems as if I have to go back one save game!

An yes, it is definitely among the best scenarios, ever!

Best regards,

Thomm

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btw. reaching the exit point doesn't give you points, it's more of an option to end the scenario early at any point when all other objectives are achieved.

Hmm, this changes things! I may indeed have been able to end the scenario early with all most of the objectives accomplished - but what fun would that have been! . Yeah, I got lucky with the initial convoy of Deltas - no casualties but boy where there a couple of close calls!

Anyway, I think what I really like about this scenario is that it feels like it has a "movie like" story behind it, but plays "realistic".

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Only played it once, which ended in the hostage getting shot up due to my inability to provide 360 cover with my few remaining men, and the VIED was a nasty surprise and made short work of my 40mm armed Humvee, the lack of which made things significantly more difficult then I had hoped for.

Really, really nice mission though! Tense, challenging, and enemies all over the place with all possible stuff in their back pockets really made it hard to put up a good defense. Well done!

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Thanks again. :)

The 40mm Humvee is indeed a very valuable piece in this mission - that and the squad carrying the M32 should be treated with special care. Actually, on second thought any unit should be treated with special care, of course. ;)

Perhaps some have experienced that themsevels already, but I had repeated instances during my testing, where Humvees got immobilized on their way to the police station and I had to evacuate the crew under fire - sometimes using the BRDM or even a UAZ for that. It was nasty, but I couldn't afford to leave any man carrying a weapon behind. :D

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The only thing I would change is the time. I ran out of time at the end and received a total defeat.

Spoilers:

At the end I had two Humves left, one occupied, one unoccupied and a few men of my original crew left alive. The Deltas were out of ammo and my one police squad alive had a decent amount of ammo.

But I used caution with my reinforcements and ran out of time before I reached the jail to take my captive out of the danger zone. There were only 34 enemies left able to fight and I would have liked another 30 minutes or so to deal with them.

Like I said its one of the best ever, definitely in my top five.

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**Spoilers**

and the VIED was a nasty surprise and made short work of my 40mm armed Humvee, the lack of which made things significantly more difficult then I had hoped for.

done!

Haha, the exact same thing happened to me. It took me completely by surprise because I can usually spot those things a mile away however this time around all I saw was some sort of movement at the edge of the screen and then the equivalent of a nuke going off!

I had avoided the other one earlier because I happen to click on the spotter who was being engaged at near point blank range by one of my Humvee's and noticed his title! I could almost imagine the color flush from my troops' faces as they realized what was probably lying around nearby.

**Spoilers**

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The only thing I would change is the time. I ran out of time at the end and received a total defeat.

Theoretically, I wouldn't object giving the player more time - or encourage him to increase the time limit by himself, but in this case, the scenario uses the "60+mins reinforcements workaround" to avoid having HQ units in the battle which shouldn't be there.

So, any increase of the time limit over the 60min limit would have a bunch of unwanted units suddenly appearing out of nowhere ;)

From a design viewpoint, I encourage offensive, risky play. It adds to the suspension :D

It's a little difficult to translate everything I want to have in a scenario into what is possible from the game mechanics point.

If it was a movie script I'd have a sneaky intruder blasting a hole into the cell wall and freeing Bin Wadi by end of the time limit, so the cavalry would not have the time to play it safe and the game would not be won even if all enemies were defeated.

From what is possible in the game, I had to assume that if, by the end of 1h, the player has not accumulated enough VPs to win, it means that he'd either lost the captive, or suffered to many casualties, or was unable to secure the main road - the first would lead to a defeat in any case, the second would mean that the price of getting the criminal was too high, the third is again sort of a workaround which should encourage the player to really move into the town and clear a corridor, and not just level everything from afar and wait for the time limit being reached.

I could of course have an enemy squad spawn inside Bin Wadi's cell in minute 60 which would then deal with him, but that would require the player leave Bin Wadi at the exact location - which I'm, sure, is not going to happen the second time around. ;)

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**Spoilers**

Haha, the exact same thing happened to me. It took me completely by surprise because I can usually spot those things a mile away however this time around all I saw was some sort of movement at the edge of the screen and then the equivalent of a nuke going off!

I had avoided the other one earlier because I happen to click on the spotter who was being engaged at near point blank range by one of my Humvee's and noticed his title! I could almost imagine the color flush from my troops' faces as they realized what was probably lying around nearby.

**Spoilers**

Sly and sneaky guys, these uncons :D

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Finally got a total victory by Syrian surrender!

Once more: excellent work! Very well balanced! To crush the Red party with the Blue reinforcements is most rewarding! Also quite remarkable is the ability of the Red attackers to gain LOF into the compound ... just when you feel that everything is under control.

A scenario like that would make for an awesome demo!

Best regards,

Thomm

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