Mod Announcement: "1 to 1 Mod"

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GaryChildress
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

Here's MAP # 2

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GaryChildress
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

MAP # 3

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GaryChildress
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

Finally MAP # 4

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kojusoki1
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RE: Mod Announcement: "1 to 1 Mod"

Post by kojusoki1 »

#3 as it will give some more tactical possibilities. Also I suggest to face armour units vs infantry units. There will be either a fight (when we have inf vs inf, usually attacker loses badly) or some strategic movement.
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

Another question: Should the front line hexes be occupied at the beginning of the campaign with the opposing forces so that they are fighting on the very first turn or should there be an empty "no man's land" between the two opposing sides, maybe a single row of unoccupied hexes dividing the two sides. That way the first turn would be a maneuver turn where the two sides could choose to engage or not.
kojusoki1
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RE: Mod Announcement: "1 to 1 Mod"

Post by kojusoki1 »

how about a meeting in the middle at the very first turn? There just should be 1 row of maps that is no man's land.
Think about creating a few BGs that have ONLY vehicles/tanks (actually this is what you do) but completly without any infantry (I am not sure if this is what you are going to do) - it will force player to attach them as reserve BG to the main one.
GaryChildress
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

How about something like this for the initial setup:



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kojusoki1
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RE: Mod Announcement: "1 to 1 Mod"

Post by kojusoki1 »

one thing - the river - is it deep water or shallow? becouse if there are bridges, the one who attacks will probably lose the game
I think the initial placement is quite OK - especially the "gap" in the middle
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

The latest development in my project. I'm thinking I may use CC:LSA for my 1 to 1 mod. Only instead of WW2 combat it will focus on modern combat between the US and the OpFor (CC Modern Tactics).

Basically I'll have 3 supply points for each side. The US will use a Heavy Brigade Combat Team and the OpFor will be composed of a fictional Brigade Combat Team entirely of my creation. A US HBCT basically has 3 recon companies, 4 tank companies and 4 mech infantry companies which I'll divide up into tank heavy companies and infantry heavy companies by mixing the infantry and tank elements. The OpFor will have a total of 3 recon companies and 9 mixed companies compared to the US 8 maneuver companies. The US will have slightly better equipment but the OpFor will have an additional company to make up for it.

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GaryChildress
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

Conversely I might do something like this. This campaign map is composed of 49 hexes instead of 51. Finding adequate maps for the campaign will probably be hard so reducing the number of maps will probably be a prudent idea.

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kweniston
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RE: Mod Announcement: "1 to 1 Mod"

Post by kweniston »

Maybe a bit off-topic, but would it be possible to have the option equip both players with exactly the same units/materiel, i.e. both could choose the same side, with different colored units?
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

ORIGINAL: kweniston

Maybe a bit off-topic, but would it be possible to have the option equip both players with exactly the same units/materiel, i.e. both could choose the same side, with different colored units?

Presumably not. If I put the same equipment on both sides then that would preclude having different equipment for each side and visa versa. CC doesn't have the option of each player choosing a side like you can in other RTS games. You must work with the battlegroups you are given. If the battlegroups don't have identical equipment then you can't swap it out for identical equipment unless it's in the forcepool.
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

Here's the latest:

I'm thinking I may start both sides out with half of their forces deployed forward across from each other like Nato vs. Warsaw Pact, then over the course of the campaign reinforcements will arrive at the rear area supply hexes. Once the intial forces finish slugging it out then the map will be relatively open for the remaining forces to take advantage of.

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Southernland
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RE: Mod Announcement: "1 to 1 Mod"

Post by Southernland »

ORIGINAL: kweniston

Maybe a bit off-topic, but would it be possible to have the option equip both players with exactly the same units/materiel, i.e. both could choose the same side, with different colored units?

Yeah there is but requires full remodding. Way back I think there was an SS vs Wehrmacht mod for CC4 simulating a 1944 German civil war. could be an interesting battle/campaign when both sides have identical numbers
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RE: Mod Announcement: "1 to 1 Mod"

Post by GaryChildress »

Not sure if this would be more interesting or not. This is like Battle of the Bulge backwards with Modern weapons, the US doing the attacking.

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RE: Mod Announcement: "East vs West"

Post by GaryChildress »

Still tinkering with ideas for this mod. Here are the latest ideas I have. Again this will be using modern combat vehicles.

Here's the battlefield. West is the attacker and East is the defender. West will be US and possibly Britain, East is OpFor.

Red hexes belong to East
Green hexes belong to West
Yellow hexes are no-man's land

double black lines across rivers are bridges. Using the LSA engine East will be able to blow bridges.
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Here's the initial disposition of East forces showing also a couple moves and counter moves that could be made for the start of the game.
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Hargrem
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RE: Mod Announcement: "East vs West"

Post by Hargrem »

Just been reading through your plans - picking out a few things that you mention:
You might find this a useful resource for the make up of Divisional units on both sides www.bayonetstrength.150m.com/ Although aimed primarily at battalion complements, if you dig round, you will find Divisional make ups, which explain how many regiments and then in turn battalions make up the division, etc.
Wikipedia will also often give you the detail of regiments making up a division, eg, this is what it gives for 21st Panzer Div (2 regiments of which appear in tLD):
Commander: Lieutenant General Edgar Feuchtinger
22 Panzer Regiment (Colonel Hermann von Oppeln-Bronikowski) I Panzer Battalion
II Panzer Battalion
125 Panzer Grenadier Regiment (Major Hans von Luck) I Panzer Grenadier Battalion
II Panzer Grenadier Battalion
192 Panzer Grenadier Regiment (Lieutenant Colonel Rauch) I Panzer Grenadier Battalion
II Panzer Grenadier Battalion
155 Panzer Artillery Regiment (Colonel Huehne) I Panzer Artillery Battalion
II Panzer Artillery Battalion
III Panzer Artillery Battalion
21 Panzer Reconnaissance Battalion (Major Waldow)
200 Assault Gun Battalion (Major Becker)
200 Anti-tank Battalion
200 Panzer Signals Battalion
220 Panzer Engineer Battalion (Major Hoegl)
305 Flak Battalion (Major Ohlend)
I'm totally with you on the idea of Company sized battlegroups. I have modded all my BG's in tLD to company sized units with an allocation of battalion/regimental & divisional support assets.
Personally, I wouldn't go with 12 man squads. I don't know if this was Matrix's plan for tLD, LSA, etc, but broadly speaking, they split each squad into 2 (although the split is not always, in my opinion, accurate), so you need two units to make a squad and this gives tactical flexibility in creating fire and manouvere in gameplay.
Good luck!
Matthew
GaryChildress
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RE: Mod Announcement: "East vs West"

Post by GaryChildress »

Thanks Hargrem! I hope I can get this thing to work. Hexes may present some problems with movement but hopefully the LSA engine will be able to handle it.
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Southernland
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RE: Mod Announcement: "East vs West"

Post by Southernland »

You know what's a pity? That you can't dictate a map connection as being suitable just for infantry units
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DAK_Legion
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RE: Mod Announcement: "East vs West"

Post by DAK_Legion »

definitely this mod is dead Gary?????

I hope that NO
heia safari!
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