View Full Version : Defend Trablanca
richard
09-22-2006, 06:34 AM
I have just rebuilt this scenario "MY" way...All units on the Red force are Soviet units. The Leo's,marders, and jaguars are gone, replaced by T-72's T-80's,BMP-1-2's, BMD's, and MTLB's..The allied side has M-1A1's' M-2's,m113's,and some trucks.The ammo is as closely matched as i could make it, all units have unlimited ammo you are gonna need it..I have over 100 Soviet vehicles heading for those two towns with high priority H.E.-ICM to back them up..If you do lose the town of Latreshna and you will, you must retake it..If any of you people like a fight you are gonna have one... If you can please send feed back.:biggrin:
Trekker
09-24-2006, 05:02 PM
This is a sce in my flavor. The first time i played it i almost :shocked: lost.
The second time went better. A incredible feeling when 30-40 T80s and, what seems, a million BMPs heading your way. But the terrain is very favored for the defender (a great map, by the way)... In short incredible fun sce.
richard
09-25-2006, 04:02 AM
Thank you Trekker:biggrin: ..My idea was to let people see what a Soviet attack would "Possibly" be like..The unlimited ammo i realize is not correct, but without it i do not think that attack could be stopped..You only have two warnings that you are about to be hit, when you hit the start button and when the artillery starts blowing the snot out of Latreshna.. Did you retake Latreshna? Did you take the time to just sit back and look at the devastation? Can you imagine this fight in a night enviroment? Again Thank you...:smile2:
3Star
09-27-2006, 07:30 AM
I think the unlimited ammo killed it. I believe I would have won with the ammo limits as well.
Honestly? I found the Reds attacked with little/no tactical acumen. Basically it became a big shooting gallery. Fine if you want to release some aggression in a kindof mobile 'Instant Action', but I'm not convinced overall as a tactical exercise.
Sorry mate, I think you've got the basic workings of a good one in there, but I think it needs a bit of improvement.
NTM
richard
09-28-2006, 05:56 AM
Thank you 3 Star for the info:) . I wanted to make it a more random attack pattern for the red side but i do not know how:confused: . If you want please feel free to update it. I wanted to make red force bypass latresha and slam into treblanca or again avoid latresha and hit treblanca from the left flank then attack latresha from the north. And example of this might be red unit 2A taking fire would be the signal for every unit in 2A battle group take alternate route and attack a different target..Etc..Etc..Etc..:)
3Star
09-28-2006, 06:35 AM
Have a gander at my "The Bridges at Meragen" scenario. The RedFor units have multiple attack plans. (Well, play it first for the fun factor, then open it up in the scenario editor). Right-click on the planned routes, and have a look at the logic flows. The important one for you is "Embark if Random X is >30" or whatever. So if you want to give the unit a choice of three directions, you create three routes from a waypoint. The first route will have "Embark if Random 1 >0 <35." The second will have "Embark if Random 1 >35 <70", and the third will have "Embark if Random 1 >70 <100" As there are a number of different random numbers designated, you can have multiple different plans. You can also unbalance the chances instead of being equal. For example, you can have <0 >30 and <35 >100 which will result in Path B being taken two times out of three.
Ultimately, you want to combine those random path variables with either co-ordination variables (Embark if Unit 2B has reached CP 45, or whatever), or enemy actions: "Embark If >3 enemy tanks visible in zone A, AND no enemy tanks visible in zone B."
It's a hell of a lot of work, but you can come out with highly 'intelligent' enemy actions. Meragen isn't at the top of the list, as there is very little enemy-dependence.
NTM
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