Division-scale based Command Ops?

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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BletchleyGeek
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RE: Division-scale based Command Ops?

Post by BletchleyGeek »

ORIGINAL: Arjuna

Yes but you've been using the debug version which has the limit removed. [:)]

That explains it [:)] But I never meant that map to be played, it was a "master map" so I can cut out reasonably sized pieces.
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Arjuna
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RE: Division-scale based Command Ops?

Post by Arjuna »

I know that's why we don't have the limit in the debug version. But look I can be convinced to remove the limit altogether.
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navwarcol
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RE: Division-scale based Command Ops?

Post by navwarcol »

My system is in the middle, a Win 8 64bit dual core 2.33 with 4gb RAM... I enjoy the large scenarios (as well as, not instead of, the small ones) and have pretty easily "for the fun of it" set up and played at army level on a maxed out map 2 corps x 3 div + corps assets on each side. The only thing I did in the design, to alleviate some of the cpu drain was to schedule on both sides a large part of their forces as gradually arriving reinforcements but still easily had at game end 4+ divs on each side. It never really slowed down my system.... a few 30 second-45 second pauses at the times said reinforcements were arriving, maybe 5 times during the entire game.... but easy.
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OT - Division-scale based Command Ops

Post by PirateJock »

ORIGINAL: Bletchley_Geek
Dave, for one, has been thinking about this particular setting. You might or not know, that Dave made, a long time ago, in a galaxy far away, a boardgame covering the whole Eastern Front called Trial of Strength (look it up).
Just seen there's talk of this being reprinted on CSW http://talk.consimworld.com/WebX?14@@.ee6ce08. Good news as been looking for a copy of this for a good while :)

Dave - would you be involved in the reprint?

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Arjuna
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RE: OT - Division-scale based Command Ops

Post by Arjuna »

Now that would be telling. [;)]
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PirateJock
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RE: OT - Division-scale based Command Ops

Post by PirateJock »

[:D] - you tease you!

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Phoenix100
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RE: OT - Division-scale based Command Ops

Post by Phoenix100 »

Would love to see a Command Ops version of WitE, as it were - that scale but with scaleable command and a proper map. So you could give orders at Corps level and the Corps would work out what the Divisions should do. Could be 'continuous pausable too - just a bit faster than at present(or more than a bit - say a second per half-hour as the slowest?) Ability to divide divisions into regiments/brigades (as in WitE). No hexes. I'd go for that on KS too!!
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RE: OT - Division-scale based Command Ops

Post by governato »

ORIGINAL: phoenix

Would love to see a Command Ops version of WitE, as it were - that scale but with scaleable command and a proper map. So you could give orders at Corps level and the Corps would work out what the Divisions should do. Could be 'continuous pausable too - just a bit faster than at present(or more than a bit - say a second per half-hour as the slowest?) Ability to divide divisions into regiments/brigades (as in WitE). No hexes. I'd go for that on KS too!!

+1

The meeting engagements typical of East Front Operations 'd be great to simulate with this engine.
Think Case Blue in Summer 42!
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