.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $7.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old February 5th, 2007, 12:09 PM
Sgt_Walrus's Avatar

Sgt_Walrus Sgt_Walrus is offline
Sergeant
 
Join Date: Feb 2006
Location: Melbourne
Posts: 357
Thanks: 0
Thanked 4 Times in 3 Posts
Sgt_Walrus is on a distinguished road
Default Re: New scenario UK Vs Iraq 1991

Hi Dita

I just has a quick attempt at your scenario.
I managed a Marginal win. I could do much better if I played it again.

Good effort.
Some points, if you are interested.

Many of the Iraqi units never moved. The Panhard(?) armoured cars and an AFV in the south,
Some scouts bypassed the north flag that I had turned British. Why did they not attempt to turn the flag back to Iraqi as they went past? That's quite strange.

The idea is good, especially for a campaign.
I have made two SAS scenarios for MBT. it is not easy to get that tpye of special forces action correct for a game that is meant for big armoured battles!

I feel that you have made the Iraqi force too strong, especially after mentioning many times that there are no enemy in the area.

If I were that SAS team I would have done a quick scout and seen the enemy...and then left for a different location.
Those SAS units were never meant to drive into situations like that with all guns blazing, maybe back in WW2 when they were raiding Rommel's airfields, but not in Iraq in '91.

I suggest that the scenario would be better, more realistic and more fun if there was twice as many turns (an estimate only) so that you could employ much more SAS-type, sneaky tactics. This would be even more important if it was the first scenario of a campaign. If I were doing it, I would not allow the player any repair points. This would force them to be super sneaky with their forces. That would be more realistic and very difficult as every man lost would be irreplaceable, just like Real Life.

That is my suggestion.

Also, earn how to use the "way points" so you may set the defenders to move where you wish them to. There are many tricks to designing a good scenario or campaign.
It is good to practice and get the timing of events and balance of units correct. You must play-test the game many times to see all the possibilities.

A good effort.
Cheers
SGT
__________________
MARCH OR DIE!!
SGT WALRUS
Reply With Quote
  #2  
Old February 5th, 2007, 03:20 PM

dita dita is offline
Corporal
 
Join Date: Jun 2005
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
dita is on a distinguished road
Default Re: New scenario UK Vs Iraq 1991

Thanks for the feed back.

A couple of things. I`ve fixed the iraqi forces to simulate an ambush/at rest force, perhaps fixing all the forces puts too much of a limit.

The Iraqi scout section has waypoints set to come from the Northern edge to come over the hill towards the oasis. I may have set the VH on the hill to low so the AI ignores it!!! Does the AI follow the waypoints regardless of VH conditions? I don’t think so? Any suggestions?

As a starting scenario to a campaign the idea is that the player is not expecting such a force in the area. The Iraqi reserve troops caught taking a "rest" at the oasis so the two forces clash.

The campaign narrative would then go on to describe what had just happened....

My original briefing did mention forces to the very far north but are believed to be no threat, as to at least “hint” there maybe trouble, but I dropped that out to enable the “complete” surprise element.

I think I was perhaps a bit to inspired by such WW2 SAS antics! Although one account I`ve read does describe an Iraqi scout column approaching a SAS column in the gulf believing to be friendly, needless to say, the SAS took on the force….

Other scenarios I`m thinking about is observation/air strike on a convoy (will really have to master waypoints here!) and attack on SAM site/Scud site.

Wll certainly use the experiment with turn increases.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:35 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2026, Shrapnel Games, Inc. - All Rights Reserved.