Dong Ap Bia - Hamburger Hill

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MikeGER
Posts: 380
Joined: Tue Feb 01, 2011 10:18 am

RE: Dong Ap Bia - Hamburger Hill

Post by MikeGER »

...a few days not looking in the forum ... now that is a nice progress of the project! [8D]

How about noise traveling and size of the units (actual number of men) to 'spot' a unit in that environment?
I fear in that 250m-scale, the visibility in that dense environment still never leaves a single hex, but units might be heard,
depending on the number of men, their discipline/training, movement speed/stance.

A LARP may be able to sit in the same hex as a NVA battalion unnoticed, while a unaware US platoon may be heard some distance away on the march ...when a cherry f*%ks up on noise disziplin[;)]

How will ambushes be handled by the game engine?
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Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Dong Ap Bia - Hamburger Hill

Post by Mad Russian »

When we get to Vietnam, there should be such things as trail watchers, LRRP, Montagnards, ARVN, airmobile, USMC, NVA/VC, sappers, napalm, heat exhaustion, command delays per number of command HQ's involved, booby traps, bunkers, helicopters, AAA, CAS, artillery reworked substantially, etc.

One thing about going to the 250 meter hexes is that is the WWII scale. Where ever we go next that should be implemented.

I chose Hamburger Hill because it's the most imposing terrain I've ever tried to make a map for in the multitude of wargames I've played/done scenarios for over the decades.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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