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About _William

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  • Birthday 03/19/1969

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  1. _William


    Flashpoint Campaigns developer (and long-time SBPro player) here. The game series uses a 500m hex scale, with unit counters typically representing platoons. The game does take into account facing (and front / flank / hull / turret / top armor). However, the player, as the commander issuing orders from his Brigade/Division HQ, does not control the unit (vehicle) facing. The game supports scenarios from 4 up to 24hrs, which allow for larger maneuvers where forward elements probe and fight for several hours before the main body arrives to complete the mission T
  2. Not sure if this is helpful, but the following two sources have been very helpful in creating game maps (not SBPro) of Germany: - the OpenStreetMap data (as freely available from geoportal.de). With some computer skills and patience, these can be imported in QGis (especially the 2.x versions have good import capabilities) and turned into maps. Best combined with high res elevation data. - for pure maps, some german states offer free on-line access to (historic) maps. Especially Bayern/Bavaria's BayernAtlas ( https://geoportal.bayern.de/bayernatlas/?topic=zeitr&lang=de&bgLayer=atkis
  3. No, I haven't. Partially because Arma-* doesn't lend itself well for playing "from the map" as an overall commander, partially because the missions I generate contain additional logic and scripting which you cannot expect from a commander, and partially because to win from a human I'd have to exploit "loopholes" in the simulation (such as infantry not engaging beyond 800m, even with TOW-* and Javelin ATGMs). But mainly because what people really want is an opponent (and friendly forces) who (both) use a "plausible" plan to attack or defend. This leaves them free to assume any role, such as a f
  4. I created and run a web-based mission generator for the Arma-* / VBS series. This mission generator can probably be adapted to do the same for SBPro. Dubbed "PlannedAssault", it understands combined-arms maneuvers (infantry, tank, APC/IFV, soft-skinned transports, AA, artillery, crew-served ATGMs, CAS), defensive deployment, flanking, basic fire-support, air-assaults, bridges... It generates a plan and corresponding instructions for one or more sides, using solely high level input: objective(s), units (sections/platoons) and their initial positions. This leaves sufficient room for the mission
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