Jump to content

Bond_Villian

Members
  • Content Count

    1,162
  • Joined

  • Last visited

Everything posted by Bond_Villian

  1. I havent played Squad, but the destructible environments in BF were awesome
  2. @stormrider_sp Yeah i will get around to it after the campaign is finished
  3. @stormrider_sp Its a custom map of Bastogne area. I cant vouch for the accuracy of the hgt map, but the terrain details are based on the area (towns, roads, large wooded areas etc).
  4. @Rotareneg Nice screenshot! Very Lord Of The Rings.
  5. Yeah, ill PM the CO's the sce in advance today if i get a chance. Having said that, i think the longer planning times are on account of it being a campaign, and the sense of consequence that comes with that. If you get bored you can always draw doodles on the side of the map... or if you get really bored you could read the briefing or do terrain analysis!
  6. Yes, we are still playing this damn campaign. This week it gets big and ugly...can you handle a Task Force?! New pictures and words;
  7. Updated maps and Turn Briefing for 'Turn# 3 CRY HAVOC' In the North; In the East; Situation map; TURN BRIEFING. --------------------------- Turn# 3; "CRY HAVOC" ------------ 120 minute time limit. FMU. -------------------------------- Situation; --------------- RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces. On this Turn; --------------------- RED forces (KG OSTWIND & KG NORDWIND) approach from the East and North, and may attempt to hold or capture any/all objectives including Bastogne, and also advance their Front line for the next day in this sector by occupying towns and other key terrain. BLUE forces (TEAM CHERRY & TEAM DESOBRY) may attempt to hold or capture any/all objectives including Bastogne. Occupation of Towns and other key terrain will set the next days Front line for BLUE forces in this sector. Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign! Intel; ---------- * BLUE bonus units on this turn are; Elite Scout/FO (JIMLR/UAV). * RED bonus units on this turn are; Tunguska AD & Leo1A5 Tanks. Mission; ------------- BLUE; 1) Attempt to hold or capture any/all objectives including Bastogne, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. RED; 1) Attempt to hold or capture any/all objectives including Bastogne, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. Forces; ----------- RED forces arriving on this Turn consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). BLUE forces arriving on this Turn consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). Terrain, weather etc; ------------------------------- Early morning, light snow clearing. Visibility is low, increasing to 3000. Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Deep snow is on the ground in places, and slippery ice on some roads. TURN# 3 Notes; * RED forces may attempt to occupy Bastogne on this turn, but will not score any points for doing so on this turn. See 'Scoring' section for details. * Obstacles may be built and removed over the course of the campaign, as detailed above in the 'Special Rules for AEV units' section. * At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc. * It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their situation. ------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------
  8. Heres the 'Turn#2 OSTWIND' AAR SEVEN_ROADS_TO_HELL_TURN_2_OSTWIND_AAR.zip
  9. The updated situation map and turn briefing for Turn# 2 'OSTWIND'. TURN BRIEFING. --------------------------- Turn# 2; "OSTWIND" ------------ 100 minute time limit. FMU. -------------------------------- Situation; --------------- RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces. On this Turn; --------------------- RED forces (KG OSTWIND) approach from the East, and may attempt to capture CP 874 & CP 84, and also advance their Front line for the next day in this sector by occupying towns and other key terrain. BLUE forces (TEAM CHERRY) may attempt to hold or delay enemy capture of CP 84, and may contest CP 874. Occupation of Towns and other key terrain will set the next days Front line for BLUE forces in this sector. Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign! Intel; ---------- * BLUE bonus units on this turn are; Elite SF Scout/FO in LMV trucks. * RED bonus units on this turn are; N/A. Mission; ------------- BLUE; 1) Prevent or delay the enemy capture of CP 874 and/or CP 84, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. RED; 1) Capture CP 84 and/or CP 874, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. Forces; ----------- RED forces consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). BLUE forces consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). Terrain, weather etc; ------------------------------- Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Weather is poor, visibility is low. Deep snow is on the ground in places, and slippery ice on some roads. TURN# 2 Notes; * BLUE has a number of defences and obstacles (including mine fields) already available for use on Turn# 1 and also on Turn# 2. Further obstacles may be built and removed over the course of the campaign, as detailed above in the 'Special Rules for AEV units' section. * At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc. * It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their situation. ------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------
  10. This week the SEVEN ROADS TO HELL campaign continues as we move to the east for 'Turn#2 OSTWIND.' Ill post a map overview update on the scenario page when i get time. Scenario page updated.
  11. Heres the AAR from Turn#1 'NORDWIND'. Note that this session did not run its intended length, it will be resumed at the next TGIF meeting. AAR.zip
  12. Below is the updated Briefing section for 'Turn# 1.5 NORDWINDUP', and the updated situation on the map. TURN BRIEFING. --------------------------- Turn# 1.5; "NORDWINDUP" ------------ 70 minute time limit. FMU. -------------------------------- Situation; --------------- RED have launched a massive unexpected armoured offensive against BLUE, and have acheived a breakthrough. Two Kampfgruppen of RED forces approach the town of BASTOGNE, a strategically important road junction town, from the North (KG NORDWIND) and East (KG OSTWIND). BLUE forces in BASTOGNE are comprised of two Combat Teams (TEAM DESOBRY & TEAM CHERRY) are threatened with encirclement over the coming days if the main roads (CP's) leading into town are captured by RED forces. On this Turn; --------------------- RED forces (KG NORDWIND) approach from the North, and may attempt to capture CP 30 & CP 834, and also advance their Front line for the next day in this sector by occupying towns and other key terrain. BLUE forces (TEAM DESOBRY) may attempt to hold or delay enemy capture of CP 834, and may contest CP 30. Occupation of Towns and other key terrain will set the next days Front line for BLUE forces in this sector. Both Commanders should select the forces and actions for this turn with consideration to the end state of this battle, but also an overall strategy for the campaign! Intel; ---------- * BLUE bonus units on this turn are M60A3 Tanks. * RED bonus units on this turn are Leo1A5 Tanks. Mission; ------------- BLUE; 1) Prevent or delay the enemy capture of CP 30 and/or CP 834, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. RED; 1) Capture CP 30 and/or CP 834, at Commanders discretion. 2) Occupy Towns, CP's and key terrain to set your 'Front' line, at Commanders discretion. Forces; ----------- RED forces consist of no more than 2 companies of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). BLUE forces consist of no more than 1 company of unknown composition, with up to an additional 1 company of attachments. (See 'Unit types' section above for info on possible enemy unit types). Terrain, weather etc; ------------------------------- Terrain in this sector is broken, hilly and heavily wooded. Off road mobility is very slow and difficult, road movement should be used primarily. Weather is poor, visibility is low. Deep snow is on the ground in places, and slippery ice on some roads. Forecast shows weather improving over the days to come. TURN# 1.5 Notes; * FINISH HIM! * BLUE has a number of defences and obstacles (including mine fields) already available for use on Turn# 1 and also on Turn# 2. Further obstacles may be built and removed over the course of the campaign, as detailed above in the 'Special Rules for AEV units' section. * A deployment zone for bunkers, wire & vehicle scrapes will be available at the beginning of every day, for both BLUE & RED). * At the end of each turn (between scenarios), the campaign coordinator will set the available HQ areas, deployment & reinforcement regions, front line and other boundaries for the next day according to control of these CP's and towns primarily, but also by the disposition of forces, occupation of key terrain, etc. * It is possible that units from either side may be determined as being 'behind enemy lines' at the end of a Turn. These units will start the next Turn 'in place', and will have radio damage to reflect their situation. ------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------
  13. Hey Apoc, as Cav said, there were issues with the sce last week (i believe resolved now), so the sesdion was stopped at about 45 minutes but i have footage that i might clean up and post along with this weeks footage. Do feel free to join us, theres some info on the campaign on the previous page of this thread , in case youre interested
  14. Hey Colebrook, no, the commanders do not select any units this turn, as its not built into the campaign. I have taken the liberty of adding some 'supplementary' units the map for both sides. This turn is really just the second half of last weeks scenario, and as such will only be 70 minutes long. I have made changes to the Save In Progress file, including updating the front line and CP ownership and deployment regions etc.
  15. SEVEN ROADS TO HELL resumes this TGIF with a half-step scenario: 'Turn# 1.5 NORDWINDUP' , resuming from where we ended last week.
  16. Thanks for playing today guys, sorry about the false start. I think we found the culprit and will retry next week.....who made this SHIT! 🚮
×
×
  • Create New...