View Full Version : A Challenge for Suhiir
wulfir
April 11th, 2015, 04:27 AM
Call to arms, Suhiir!
...and a Tip of the hat for the help with my setup (it has proven to be quite a challenge to take that d#%n airfield. ;)
- - (If this does not interest you, or you don't have time for it, no problem :) ) - -
The file below includes a small campaign, using campaign slot 30.
It is set up for about a dozen scenarios.
As of now only one scenario is included.
If you accept the challenge play the scenario and save the game on the last turn, before it ends showing you the end result. This is important. If you do this more battles can be added to the campaign...
The campaign uses Suhiir's modified OOB. If anybody wants to play this using the standard USMC OOB, either
a) Change the campaign settings to OPEN CORE and set build points equal to a reduced Bn, or
b) Post here and I'll set it up with the standard OOB. It takes only 10 mins.
- - - - - - - - - - - - - - - - -
Meantime, just after midnight on 14 August, a staff officer found Commander, North Norway, in a village close to the E6, to give him the news:
”The Marines have arrived, Sir.”
”The British Commando? Surely, they have already moved south.”
”No, Sir, the Americans. They are landing now at Trondheim”
”With their air wing?”
”With everything.”
- - - From the book The Third World War: The Untold Story by John Hackett.
- - - - - - - - - - - - - - - - -
Background: From day one of WWIII COMNON (Commander, North Norway) has been fighting a complex sea/air and land/air battle against the Soviet forces invading Norway. It has been a trying time where the allied forces have been steadily pushed back. For various reasons the intended USMC reinforcement to Norway were delayed, but now with the arrival of the 4th Marine Expeditionary Brigade, a powerful formation more like a small division than a brigade, it is believed an important tactical riposte can be achieved.
If you accept the challenge you will take command of a Marine Rifle Battalion, at the start reduced to two reinforced companies as some units have been temporarily detached for a different mission.
Your initial mission is to counterattack a Soviet force of unknown size near Korgen, Norway.
It is belived the Soviet force is depleted and that it has outrun its own heavy artillery support.
https://41.media.tumblr.com/5e755e949c7a391f785183edbe5e3f2c/tumblr_nmmccrBzlr1u8xigto1_1280.png
Suhiir
April 12th, 2015, 02:19 PM
Ooooooooo ... a challenge!
FYI, my modified USMC OOB is no longer supported as it's no longer needed since Andy/Don let me rebuild the default USMC OOB from scratch.
((That's not to say the two OOB are compatable, as I built my custom one on top of rather then as a replacement for, the default one))
You want to alter the starting forces to use the default OOB before I try this? Or would you like me to do up a "default" MEU you can use parts of as needed for the entire campaign?
Suhiir
April 12th, 2015, 02:24 PM
Call to arms, Suhiir!
...and a Tip of the hat for the help with my setup (it has proven to be quite a challenge to take that d#%n airfield. ;)
Good thing they only used with half a brigade eh?
The other half is available for another operation.
*Russian Commander: "Итак товарищи ... Где мы должны атаковать рядом ..."
wulfir
April 13th, 2015, 11:52 AM
FYI, my modified USMC OOB is no longer supported as it's no longer needed since Andy/Don let me rebuild the default USMC OOB from scratch...
Ah, I didn't now that... :)
By all means - change the buildpoints as you see fit and make it an open core
The first scenario is a skirmish, they way the campaign is set up it will alloy allow 2000 build points in order to expand the core when the second scenario is added to the campaign - possibly the missing rifle company or any other attachements that would be deemed important...
Suhiir
April 13th, 2015, 03:31 PM
Sent you a copy of a full battalion sized 1985 MEU (the 500 unit limit would in no way support an entire brigade).
You can use that as a template for your scenarios/campaign.
wulfir
April 13th, 2015, 06:05 PM
Sent you a copy of a full battalion sized 1985 MEU (the 500 unit limit would in no way support an entire brigade).
You can use that as a template for your scenarios/campaign.
Cool! :)
I'll work something out...
The first scenario was intended as a bit of a skirmish, the strength and mobility of this USMC force will make it a total cakewalk, but then again that's life sometimes...
...I think managing a full brigade would be a bit tedious for most players, though my original idea was that the player commands a reduced Bn size formation, which can be beefed up by the second scenario, thus the 2000 battle points for that scenario.
Suhiir
April 13th, 2015, 08:52 PM
Definite cakewalk (16 men lost by USMC, Soviets totally eliminated) in 17 turns.
Going to try it again with one Rifle Company (plus it's usual cross-attachments) and just an LAI platoon and the Bn mortar (81s) company as augmentation. If the scenario is long enough for support weapons to be utilized effectively (say 25-30 turns) it should still be doable with minimal casualties.
wulfir
April 17th, 2015, 09:32 PM
https://41.media.tumblr.com/3af180c48c8f19faa985f73557acbcaf/tumblr_nmz9byTpEC1u8xigto1_1280.png
The USMC advance meets little Soviet resistance, initially.
Near Hauknes the enemy seems to be set on holding ground. Your mission is to capture Hauknes and open the road leading north...
Notes:
1) Add the txt file to the campaign folder.
2) Add scenario 701 to the scenario folder.
3) Add scenario 701 to Campaign 30 by using the Edit Campaign function.
3) Play - remember to save before the end of the scenario, pref. on the last turn before it goes to the end battle screen.
Manually add scenario 701 to the campaign.
Suhiir
April 17th, 2015, 11:41 PM
The USMC advance meets little Soviet resistance, initially.
Is this intended to be a fully augmented attack, i.e. Rifle Battalion(+)?
wulfir
April 18th, 2015, 01:14 AM
Is this intended to be a fully augmented attack, i.e. Rifle Battalion(+)?
If you deem it neccessary, and if the terrain allows it. You are the commander...
The enemy is belived to have the strength of a motorised rifle battalion - although depleted, having previously seen action against other NATO forces.
NATO intel suggests that the Russians have built some rudimentary field obstacles, and maybe placed a smaller number of mines - although it does not seem like they have entrenched.
Russian air has been active, but their artillery support weak - it seems their logistics are still messed up...
New set of files - I forgot to set the correct start line...
Suhiir
April 18th, 2015, 04:22 PM
Well, since the first scenario was quite doable with one augmented Rifle Company I think I'll try this with two.
While USMC formations don't begin to have the "armored fist" of a Soviet MRD the terrain in Norway is actually ideal for them. Assuming they have the time to mount infantry attacks, something scenario designers can give, but game generated battles rarely do as it has to assume mechanized/motorized forces.
DRG
April 18th, 2015, 05:12 PM
Ulf
She did my SPWW2 Makin Scenario with 21 US casualties ( remember what yours were ? ) so you need to dial the "Challenge-O-Meter" to 11 :)
Don
wulfir
April 18th, 2015, 07:05 PM
21..!?
Ouch! :skull:
DRG
April 18th, 2015, 07:24 PM
Yep--- 21
http://forum.shrapnelgames.com/attachment.php?attachmentid=13601&stc=1&d=1429399583
Suhiir
April 18th, 2015, 10:04 PM
Well redid scenario #1 using a reinforced Rifle Company (added an LAI platoon, the Bn 81mm mortars, one scout helo, two attack helos).
OBVIOUSLY this was still a cakewalk (17 causalities, 14 turns, one Soviet scout unit escaped detection/elimination).
Having played the scenario once already of course helped tremendously.
Don I got LUCKY with that scenario. Japanese close assaults vs my armor were universally unsuccessful, and that alone made a HUGE difference. The other thing is the armor you have has lost of machine-guns and I used them liberally.
wulfir
April 19th, 2015, 01:04 AM
I lost 282 troops and 5 vehicles, in Don's scenarios... :hurt:
Suhiir
April 19th, 2015, 03:02 AM
I lost 282 troops and 5 vehicles, in Don's scenarios... :hurt:
That's pretty historical, so I'd say Don did a good job.
One other thing that had a MAJOR effect on my (lack of) losses was there was no Japanese mortars, infantry guns, artillery. Had there been any my losses would have been much higher as I was putting one platoon per hex to insure overwhelming firepower and tons of smoke when assaulting the Japanese positions.
Back to the Soviets
I've gotten to about turn 4-5 and apparently the scenario is designed for the player to enter in the south-west corner of the map, but the starting line you set allows them to set up quite a bit further north. In fact you can currently set up north of the first set or two of roadblocks/mines. May want to reset it to like the "10" column (or maybe less) and mention some vehicles will be needed in the scenario notes or give the player about 10 x 2&1/2's (a truck platoon) as auxiliary troops.
wulfir
April 19th, 2015, 03:10 AM
I've gotten to about turn 4-5 and apparently the scenario is designed for the player to enter in the south-west corner of the map, but the starting line you set allows them to set up quite a bit further north.
Yes, I forgot to set the start line in the first upload, but it should have been corrected in the second upload of scenario 701. I'll look into it...
shahadi
May 3rd, 2015, 09:12 AM
I've poked around this scenario and thought it odd there was no air element, at least attack helos, but I see that has been brought to attention. I would add 155mm's and lt helos to ferry recon units to the rear as that is where players put the A0 and arty units.
Anyway, I enjoyed the presentation, the map and situation awareness brief. What I would suggest is to modify the VF values as I noted they're 250.
So, I looked at the rooster to acquaint myself with the troops and noted the K0 and U0 units, the company hq's have no units to command. U0 units are commanded by the A0 and the K0 units seem to be under a lt mortar teams. Simple, cross-attach solved that for me.
Now, I'm surveying the map and see a lot of points in the streams/rivers are swallow, I can cross troops at those points!
Very interesting and am eager to get in on the action.
Thanks wulfir.
Suhiir
May 3rd, 2015, 11:01 PM
I'm assuming scenario #1, a single company sent to deal with the most forward Soviet advance, is taking place as the Marines are still landing/unloading their artillery and air assets.
For scenario #2 it's still early so support assets are still limited.
I've replayed scenario #2 a couple times with various combinations of forces trying to find one that seems reasonable given typical Marine doctrine and the Soviet forces their being sent to oppose.
wulfir
October 4th, 2015, 09:59 AM
http://41.media.tumblr.com/f7a09c1d06c2fcbd0650b9405c437076/tumblr_nvowewyxse1u8xigto1_1280.png
With HAUKNES secured NATO forces move forward toward the larger city of MO-I-RANA. Elements of the Norwegian Army 8th Infantry Brigade pass through USMC lines during the night and edge close to Soviet lines. The Soviets themsleves remain mostly passive.
wulfir
October 4th, 2015, 10:06 AM
http://41.media.tumblr.com/9daf761c79dc00dd90bc4ddc89e57148/tumblr_nvowfsr1OT1u8xigto1_1280.png
MO-I-RANA,
Aug 22, 1985
Elements of the Norwegian 8th Infantry Brigade are about to stage an attack against the Soviet forces holding the souther parts of Mo-i-Rana.
USMC forces are there to provide extra muscle should it be needed. The Soviet defenders are dug in, but belived to be much depleted.
The four objectives assigned to the beefed up Norwegian 1st Battalion, Rogaland Infantry Regiment Nr.8, includes the Mo-i Rana branch of the National Library of Norway, the Ironworks dock, a supermarket area and a government storage area.
Suhiir
October 5th, 2015, 02:49 AM
A bit occupied with "real life" at the moment but I'll get to this ASAP.
I'll be curious to see a real Norwegian Infantry Company/Battalion (not enough units allowed to do an entire infantry brigade - heck a full Bn MEU is about 400 units).
wulfir
October 5th, 2015, 11:30 AM
No problem, take your time. It'll be a while before I can build the next scenario...
Norwegian Army
Type 78 Infantry Brigade
- Recon Company
- 3 Infantry Battalions
- Artillery Battalion
- Anti-Tank Company
- Anti-Air Company
- Engineer Company
- Supply etc
As far as I can make out the Norwegian 8th Brigade had towed 105mm guns. The Anti-Tank company was probably a mix of NM116 light tanks and TOW ATGM units but I used the in game Tank Destroyer formation with only light tanks.
Suhiir
October 7th, 2015, 01:45 AM
MO-I-RANA,
Aug 22, 1985
Elements of the Norwegian 8th Infantry Brigade are about to stage an attack against the Soviet forces holding the southern parts of Mo-i-Rana.
USMC forces are there to provide extra muscle should it be needed. The Soviet defenders are dug in, but believed to be much depleted.
Were there suppose to be any USMC units (artillery? aircraft? helos? anything at all?) in this scenario?
Suhiir
October 7th, 2015, 02:08 AM
Also I'm thinking 27 turns is to short for an infantry assault.
The only way you can even get to the furthest objectives in this amount of time is a Banzai charge.
Maybe increase it to 36 turns (6 hours)?
wulfir
October 7th, 2015, 02:06 PM
I forgot to adjust the number of turns, you'll probably need around 40-50 turns. I'll fix that.
Air/Artillery depends on the USMC player's core force.
I assumed you wielding the full MEU minus the fixed wing air?
For an experienced player that will be some considerable firepower in addition to the Norwegian artillery batteries. Also, if you add the scenario to the campaign used for the previous battles you should have another 400 Aux Bulid Points...
DRG
October 7th, 2015, 08:54 PM
Maybe increase it to 36 turns (6 hours)?
where do you get 36 turns = 6 hours, not even close
PAGE 1 of the GG
-One game move (player 1 turn plus player 2 turn) represents roughly 2 - 3 minutes of 'real time'.
Suhiir
October 8th, 2015, 12:10 AM
Maybe increase it to 36 turns (6 hours)?
where do you get 36 turns = 6 hours, not even close
PAGE 1 of the GG
-One game move (player 1 turn plus player 2 turn) represents roughly 2 - 3 minutes of 'real time'.
For some reason I was thinking 1 turn = 10 minutes.
I stand corrected!
Suhiir
October 8th, 2015, 12:22 AM
I forgot to adjust the number of turns, you'll probably need around 40-50 turns. I'll fix that.
Air/Artillery depends on the USMC player's core force.
I assumed you wielding the full MEU minus the fixed wing air?
For an experienced player that will be some considerable firepower in addition to the Norwegian artillery batteries. Also, if you add the scenario to the campaign used for the previous battles you should have another 400 Aux Bulid Points...
Ahhh ... thought this was a stand-alone scenario.
Gonna try it with 2x Infantry company, 2x LAI platoon, 1x Tank platoon (assume the other infantry company and transport helos are elsewhere setting up an advance base for the follow-on missions).
Feel free to try the scenario with the forces I've added, at 36 turns ... may need to be longer we'll see.
Decided to take advantage of the LVTs and I have a mini amphib landing going on.
wulfir
October 8th, 2015, 11:02 AM
Ahhh ... thought this was a stand-alone scenario.
I think this is a fun way of building a campaign, and have it playtested. ;)
Feel free to try the scenario with the forces I've added, at 36 turns ... may need to be longer we'll see.
Decided to take advantage of the LVTs and I have a mini amphib landing going on.
Cool!
Suhiir
October 8th, 2015, 08:56 PM
Ahhh ... thought this was a stand-alone scenario.
I think this is a fun way of building a campaign, and have it playtested. ;)
Agreed.
When I get off my butt and get back to work on my 13th MEU campaign - 2018,Iraq, ISIS inspired civil war - I'll toss it at you.
I plan at least 7 scenarios in it.
Suhiir
October 11th, 2015, 05:59 PM
Norwegian Army
Type 78 Infantry Brigade
- Recon Company
- 3 Infantry Battalions
- Artillery Battalion
- Anti-Tank Company
- Anti-Air Company
- Engineer Company
- Supply etc
As far as I can make out the Norwegian 8th Brigade had towed 105mm guns. The Anti-Tank company was probably a mix of NM116 light tanks and TOW ATGM units but I used the in game Tank Destroyer formation with only light tanks.
Currently the scenario features 2x Norwegian Infantry Company, 1x Norwegian Engineer Company.
Add another Infantry Company so it's a full battalion, and remove 1x Engineer Platoon (assume it's busy elsewhere repairing/reinforcing bridges). Maybe add another full Battalion, may have enough units free if only 2x Marine Companies are used, can always remove the motor recon squad and one of the LAI Platoons if you need unit slots. This is suppose to be a primarily Norwegian show after all.
Apparently the 78th Brigade has 1x SP Artillery Battalion (155mm) and 2x Lt Artillery Battalion (105mm).
The anti-tank squadron is 4x NM116 tank sections and 4x TOW sections.
http://www.fireandfury.com/orbats/modcwnorwegian.pdf (page 5 or 6)
wulfir
October 12th, 2015, 06:30 PM
My reasoning was to leave out one Norwegian rifle company in order to open the door for the USMC player, i.e. if the Norwegians are not strong enough the USMC player must jump in. This being a USMC campaign...
The engineer resources (Brigade Eng Co and Bn Pioneer Plt) are there to help clear the obstacles in the town outskirts, which may be a bit overkill for an experienced player...
Suhiir
October 12th, 2015, 09:34 PM
I certainly understand your reasoning, but I decided to take my idea couple steps further ...
2x Norwegian Infantry Battalions at 75% strength; they have been fighting the Russians for days after all. 1x USMC LAI Co, 1x USMC Tank Platoon, 2x USMC CAAT (Combined Anti-Armor Team); what little "armored punch" the USMC has to support the Norwegians. 1x USMC Rifle Company in LVTs making a mini amphibious assault in the west (top of the map) of the town.
Give it a try.
RetLT
October 13th, 2015, 10:35 PM
Gonna try it with 2x Infantry company, 2x LAI platoon, 1x Tank platoon (assume the other infantry company and transport helos are elsewhere setting up an advance base for the follow-on missions).
Feel free to try the scenario with the forces I've added, at 36 turns ... may need to be longer we'll see.
Decided to take advantage of the LVTs and I have a mini amphib landing going on.
This was fun to play. I got a 4:1 victory in 32 turns after a hard fight. Russian ATGs gave me fits but the Cobras were the key to victory after the Russian AAA was suppressed.
Suhiir
October 14th, 2015, 12:29 AM
Glad you liked it but most of the credit goes to wulfir.
I just thought since this was suppose to be a primarily Norwegian attack I'd just have the Marines back them up with assets they didn't have available themselves.
I hope staggering the arrival of the Russian AA made things more "interesting"?
RetLT
October 14th, 2015, 11:59 PM
I played your first version so all the AAA was present from turn 1.
Just tried the scenario as Russia and got a DV. The AI never moved the gunboats and put the Cobras on overwatch so they only took a few shots. The rest of the units dutifully marched into the arty barrage and got chewed up.
Suhiir
October 15th, 2015, 01:00 AM
The AI has no clue what to do with boats so they never move, much the same with amphibious units.
AI helo handling is pretty passive so in a situation where they need to be fairly aggressive it tends to not do well.
DRG
October 15th, 2015, 08:53 AM
We are "exploring possibilities" in regards to boats in the AI's hands. They do interesting things when they are " heavy armoured cars"
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