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File Reviews posted by Gibsonm
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Thanks again for all the work and the ongoing update / expansion of area covered.
By the way, the themes are labelled 2014, e.g. "Munster2014woodlandFields.thm" given the map is Germany_Munster 2024, should the themes be labelled "2024" as well?
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A good, dynamic and challenging mission.
Probably more at the serious end of the Light entertainment <-> Serious spectrum, but still very worthwhile.
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A lot of effort, esp. as the author went back and re-visited the map based on feedback.
Very much appreciate the effort and this will be the AO for the upcoming "Rolling Thunder 22 (or perhaps 23)" mission set / event.
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FYSA this isn't a map per se, its a scenario file.
Perhaps uploaded to the wrong area?
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The original version was a good challenge and this revision just builds on that while including all the improvements that version 4.1x brings to the table.
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The original version was a good challenge and this revision just builds on that while including all the improvements that version 4.1x brings to the table.
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Worked fine for me (4.163 18MAR20).
Both JERXHEIM scenarios loaded with no issues.
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Up to your usual high standard.
It looks good when mixed with the DPCU / MultiCam type uniforms.
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Its a great scenario but not sure why the, IMHO, over generous allocation of recovery assets, esp. as vehicles can now self recover.
But that's within the purview of the Designer - after all they do the work.
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As usual a great, thinking person's, scenario.
If you remember what you are there to do, its callenging.
If you try and beat Red in a toe to toe fight - then you'll be unpleasantly surprised.
Likely to be used in the ongoing BG ANZAC Learning Continuum.
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Will be even better now that we have resolved the "Soviet" in the title with "Russian".
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Agreed.
As with most things Panzer_Leader cranks out.
Good, small unit density, scenario. Although maybe revealing where the mines are, reduces the degree of difficulty but probably accurately reflects the defensive position's time allocation.
Will likely be used for the BG ANZAC Attack tutorial series.
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Its a challenging scenario but be warned that the mountainous terrain takes some "unit management" to ensure everything gets to where you want it to go.
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It was good before, I suspect this makes it better.
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They look good for use up to about 2016.
After that we need to look at a Australian Multicam Camouflage Uniform (AMCU) option.
The only "fix" I'd suggest is the current High Vis ANF (Australian National Flag) on the left shoulder. These are worn around barracks, but when you deploy or go to the field, that is replaced by a Low Vis version.
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Played it as mulit-player this morning, so can't really comment on single player option.
Certainly the scripting for my Tank PL (2A) was fine but there were a couple of friction points.
1. The current terrain engine meant that the vehicle scrapes provided little protection (i.e. they were too shallow).
2. Whilst I wasn't CO and did not own the Triggers, the CO did say there seemed to be an issue with the helos - Unsure if they were meant to remain in depth and fire using their range or available to the CO to control? Also the recently reported 4.023 Helo issue:
May have something to do with it.
Overall though - those who played enjoyed the tension and the "target rich environment".
Happy to provide AAR file if you would like to have a look.
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I'd like to give it 4.5 (nothing is perfect) and 0.5 provides an incentive, but I can only give whole numbers.
In its original form (as posted here) its a very challenging and interesting scenario.
I'm unsure why the CO's vehicle is so far forward initially - perhaps caught out doing a personal reconnaissance (?) but the early warning ideally should be someone else.
I know the mission has been "adjusted" (broken) by some who have changed the Milans to Javelin and other customisations.
Unfortunately this is the best argument I know for password protecting people's work as 3rd parties break unprotected scenarios and the author gets the flak for it being "unrealistic", etc.
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Another Winner from Splash!
All we need now is for the relevant file to load automatically once the scenario's time frame is detected.
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Toyguy - as per the earlier PM a great idea well executed.
I'm looking to expand it to be a multi weapon scenario. E.g. Trigger 1 activates the current Javelin option, Trigger 2 = Spike, Trigger 3 = Bill, Trigger 4 = TOW, etc. with respective text entries etc.
Posted the expanded one here:
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Good, relatively small scale scenario which rewards speed and aggression (but not too much).
Red appears to work doctrinally (no spoilers).
All in all, everything you expect from KT's work
Just remember to get the Mech Inf to sit down if you want the Ulan turrets to have freedom to traverse.
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Wasserkuppe 2-24
in 4.1+ Map Packages
Posted · Edited by Gibsonm
Obviously a lot of work and ongoing dedication.
My only concern is that as these revisions/updates are published I'm ending up with a map packages folder that looks like this, with currently 4 x "Wasserkuppe" maps: