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  #1  
Old September 4th, 2014, 03:11 PM
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Post Walking Dead Walks no More

The Walking Dead, depicted in a scenario by Suhiir has been deactivated. The 1/9 is no more, but the legends and stories of it's fame and valor will continue. And, who knows it may at some point in the future be reactivated as the famed Buffalo Soldiers of the USA.

You may follow the Walking Dead news story here from the Associated Press.
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Old September 8th, 2014, 05:45 AM
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Default Re: Walking Dead Walks no More

Quote:
Originally Posted by shahadi View Post
The Walking Dead, depicted in a scenario by Suhiir has been deactivated. The 1/9 is no more, but the legends and stories of it's fame and valor will continue. And, who knows it may at some point in the future be reactivated as the famed Buffalo Soldiers of the USA.

You may follow the Walking Dead news story here from the Associated Press.
I'm working (s-l-o-w-l-y) on a rebuild of this scenario using the v8 OOB so it will be compatible with future OOB updates.
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People should not be afraid of their governments. Governments should be afraid of their people.

"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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Old October 26th, 2015, 03:51 AM
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Default Re: Walking Dead Walks no More

The Walking Dead have risen from their graves!

Updated to use default OOBs and tweaked.
Holding the firebase is not going to be easy ...
Attached Files
File Type: zip Scenario_400_Walking_Dead_10-26-15.zip (152.5 KB, 174 views)
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People should not be afraid of their governments. Governments should be afraid of their people.

"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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Old October 27th, 2015, 12:25 AM
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Default Re: Walking Dead Walks no More

I know this is gonna take a while to play but as always feedback is welcome.

What seemed to work well?
What didn't?
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People should not be afraid of their governments. Governments should be afraid of their people.

"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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Old November 1st, 2015, 02:17 PM

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Default Re: Walking Dead Walks no More

The US player has to be very flexible to play this. If he just stays put he will be overwhelmed by massed NVA and VC.

Use your shelters to protect your forces until reinforcements arrive to take out some of the enemy arty.

US player has to use massed arty to stop each wave of attacks as the defenders are overwhelmed by advancing forces. Concentrate on stopping one with massed fire then move on to the next. Don't spread it out.

Recon units and air strikes can deal with taking out the enemy arty.

The ammo trucks are key to keep the Cobras supplied. Keep them safe.

No problems with the scenario. All seem to worked as planned.

Thanks for a fun one.
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Old November 1st, 2015, 06:21 PM
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Default Re: Walking Dead Walks no More

Glad you "got it". In a situation like this Recon calling in air/artillery on opposition support units (mortars, artillery) is exactly what they should be doing. They're not there to fight anything, except maybe the isolated AA position to clear the way for the air.

As to retreating into the bunkers ... that's sorta 50/50. The trenchline provides pretty good cover and while you can't stop the VC/NVA with small arms you can slow them down and make them mass for the artillery.

But as they say ... if it works it's a good idea!

May I ask where and how you used the Rifle Company that arrived in helos?
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Old November 2nd, 2015, 08:43 PM

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Default Re: Walking Dead Walks no More

I used them to seize the bend in the road and then secure a path for the mech units to take to the firebase.

After this was secure and the mech units had relived the air mobile units, I had them remount and assault the mortars to the south of the firebase.

About half of the transnport helos were damaged in the process but none were lost. The remainder were resupplied and used as gunships.

I lost a Huey gunship and had another damaged by a hidden 57mm . I also lost a FO Huey and had a Cobra damaged along the way. The others kept making trips back and forth to the ammo trucks after taking out the mortars to the north east of the firebase.

I never used the final 6 air strikes since I was sure there would be yet another wave attacking the firebase.

Ended up with a DV at the end but it was touch and go the whole time. This scenario really keeps you on your toes.
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Old November 2nd, 2015, 08:49 PM

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Default Re: Walking Dead Walks no More

Recon units in the north took out the rockets and the 120 mortars. I lost one after it stumbled into a 37mm AA gun.

Ones in the east mainly scouted out the road and snuck up behind units once the mech units arrived. The sniper was useful in taking out the longer range MGs.
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Old December 4th, 2015, 08:09 PM
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Default Re: Walking Dead Walks no More

Walking Dead V3.0
Tweaks to reinforcement schedule.
Attached Files
File Type: zip Scenario_400_Walking_Dead.zip (151.3 KB, 145 views)
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People should not be afraid of their governments. Governments should be afraid of their people.

"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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Old March 20th, 2016, 05:22 PM
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Exclamation Re: Walking Dead Walks no More

The latest scenario with the tweaks has the forces facing left or right. So, I went into the Editor to fix that, especially for the bunker weapons so that the Marines have proper fields of fire.
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