Sneak Peeks, Coming Attractions, Works-In-Progress

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Oberst_Klink »

ORIGINAL: jbmoore68

Some very good FREE reading material on Vietnam War https://history.army.mil/html/bookshelv ... usavn.html and https://history.army.mil/html/bookshelv ... udies.html especially the books on combat operations.
CMH, as well as DTIC and others provide real good publications. I dug out lots of 'obscure' and 'less-known' stuff from their archives, especially about the French/Viet-Minh period.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

How about a little East Front III teaser? All graphics ALPHA at this stage.

ORIGINAL: Crossroads

26 February 1940, Counterattack at Honkaniemi, the Finnish attempt at saving their Interim Line just south of Viborg, with a rare participation of Vickers 6 ton tanks in support. Historically, it did not go well.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


A current Vietnam playtest, another engagement from the Laotian Civil War, this one Skirmish on Phou Den Din (16 December, 1967) (ALPHA graphics):

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by majgentob »

Lovely 2D GFX![&o] BEEE-YOOOO-TEEE-FUL

One thing I will probably, mod though, with the 3D units: I will switch out most of the standing figures with soldiers kneeling or in the prone position. Seems a more realistic posture for someone hiding in dense vegetation (and getting shot at!; ))
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Thanks [:)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam, ALPHA graphics. Mapping up a storm this weekend, putting all the effort into this Quang Ngai map for future scenarios. One hex at a time, there is progress!

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

Very Nice Jason, thanks for the look see!![:D]

If you don't mind me asking, what is the source for the maps in the right hand window and does it take a special
app to run it? I never saw .cdr files before, just curious.

Cheers!!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Eagle-FZS »

It looks like the CS Vietnam Map Editor is a lot better and more extensive than the JTCS. very good work!
Dirk Wodrich

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

If you don't mind me asking, what is the source for the maps in the right hand window and does it take a special
app to run it? I never saw .cdr files before, just curious.

Sorry, John, just noticed the question.

That's CorelDRAW 2017.

I use it for quite a few things mapping related, including displaying the topographic maps, so I can doodle or leave notes in key areas on them with ease.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

ORIGINAL: Eagle-FZS

It looks like the CS Vietnam Map Editor is a lot better and more extensive than the JTCS. very good work!

It is! And since that screenshot, there's already one more new Hex type added: Installations.

ORIGINAL: Jason Petho

1. Barracks V1
2. Barracks V2
3. Barracks V3
4. Administration buildings V1 (Like barracks, but rectangular and typically white)
5. Administration buildings V2 (Like barracks, but rectangular and typically white)
6. Hangars / Airbase overview
7. Airfield Revetments
8. FireBase V1
9. FireBase V2
10. USA Guard Tower / Bunkers Complex
11. Dockyard / Installation / LCU Docks
12. NVA bunker complex (mostly hidden in vegetation, with occasional structure above ground)
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

ORIGINAL: Jason Petho
If you don't mind me asking, what is the source for the maps in the right hand window and does it take a special
app to run it? I never saw .cdr files before, just curious.

Sorry, John, just noticed the question.

That's CorelDRAW 2017.

I use it for quite a few things mapping related, including displaying the topographic maps, so I can doodle or leave notes in key areas on them with ease.


Thank you Jason!

Looks like its a must have when doing detailed map making. I assume its a purchase download. I'll see what I can find out when I Google it.

Cheers![;)]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

For map making, i use ESRI's ArcMap/ArcPro to ensure everything is spatially sound and then export the results to finalize the maps in CorelDRAW.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam - ALPHA graphics.

[Na San, Vietnam]: [H2H][HIS][CSL]: Na San, conveniently located on provincial route 41 (RP 41), was a valley of 2 km x 1 km surrounded by 24 hills that could serve as natural defense positions. In early October 1952, there was a single outpost and a short airstrip, both guarded by a company under the command of a non-commissioned officer. General Salan used the Hanoi-based French Air Force Dakotas to transport troops and material there in order to complete a fortified outpost allowing a direct confrontation with the Viet Minh divisions. During the battle, Colonel Gilles used a new tactic, called "the hedgehog", for the first time. The hedgehog defense consisted of an outpost surrounded by several armed positions. The objective was to provoke an enemy frontal assault, rather than fighting off hit-and-run attacks or falling into ambushes. Na San’s hedgehog consisted of 30 P.A. with a complicated trench system, enforced with barbed wires. At 9:00 PM, General Giap’s forces launched their all out offensive at Na San. Wave after wave of soldiers relentlessly assaulted several P.A., especially 21 bis and 26; sometimes the attackers outnumbered the defenders fifteen to one. All night, Dakotas dropped flares over the battlefields to give support troops visibility to defend the positions. Defending forces continuously fired their cannons into Vietminh human waves while Privateers dropped bombs onto enemy positions around Na San. The battles raged on until mid-morning when all attacks abruptly stopped, leaving behind an eerie silence. Na San had achieved the unthinkable: halting Giap's seemingly unstoppable Vietminh forces. [ALL][NONE][1.00]

This scenario starts in the day, transitions to night where most of the fighting occured and then day break the following day. It is 36 turns long.

This scenario also incorporates a new feature of the Campaign Series - Variable Objectives.






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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Another view of the Na San scenario

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

And 2D, zoomed in.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Bradley62 »

Nice!Looking forward to the combat!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam - ALPHA graphics. 2D screenshot during playtest of Na San. I am attacking far too early and the Viet Minh are paying a heavy price in losses.


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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Blood and Coal - The Battle of Mao Khe

27 March, 1951
[Mao Khé, Vietnam]: [H2H][HIS][CSL]: Thirty-two kilometres north of the port of Haiphong lies the small village of Mao Khé. Nestled along the north side of the Da Bach River, the village acts as a focal point for the mining industry found in the region. It was also the logical place for General Giap to continue his offensive to break the Red River defensive line. Sending the 308, 312 and 316 Infantry Divisions towards Mao Khé, the 316 began its attack on the night of March 23rd. Over the course of the next few days, most of the outlying posts had been captured; Mao Khé was unable to be captured due to the concentrated artillery fire breaking up the attacks. On March 27th, regiments of the 312 and 308 divisions launched a new attack, starting with the mine one kilometre to the north of Mao Khé. Defending the mine was a group of 95 Tho guerrillas under the command of Lt. N-X-T. [ALL][CSEE and Variable Objectives][1.00]



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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


A couple of (private) Dev Forum posts, from quite a while ago, late February. Some minor changes to the Awareness System since then, and many other changes to the Vietnam game in general, including the ALPHA graphics, what you see here.
ORIGINAL: berto

About the new Awareness system:

In recent VN play testing, I have observed that sighting in general, and helo spotting in particular, is way too all-seeing. The Americans & co. especially have been enjoying way too much intelligence of the enemy's whereabouts, also his fortifications etc.

In the new Awareness system, I have nerfed the omniscience. [The omniscience has been nerfed in other ways besides.]

Here, for example (a screenshot taken from a game last December), is an example of how it has been, the before:

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How is it, even allowing for the high flying helos, that the Americans can see enemy units and their entrenchments even through Dense Jungle? How can the Americans possibly know about that IE(D)? Under any reasonable portrayal of FOW, they can't, or shouldn't.

Here is the new, the after, in the scen editor:

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Whenever you select any of

[*]Set/Clear Mines
[*]Toggle Cave Hex
[*]Toggle Tunnel Hex
[*]Toggle IED Hex

whether through the menu, or the toolbar, a special "Awareness" overlay displays on map.

Initially, when you place one of those four markers, a "n/a" (not "not applicable", rather "no awareness") label overlays the marker. "n/a" means there is no awareness of that mine etc.; neither side is aware of its existence.

If you cycle to the next awareness setting, whether by Map -> Cycle Awareness or by pressing the Tab key, "A" replaces the "n/a". This signifies that Side A (but not Side B) is aware of those mines etc. Whether because they laid the mines etc., or didn't (or had forgotten about them), but have since (re)discovered their placement.

If you cycle to the next awareness setting, "B", this signifies that Side B (but not Side A) is aware of the mines etc.

At the next cycle, "AB", both Side A and Side B are aware of the mines etc.

At the next cycle after that, it returns to "n/a". Thus, there are four Awareness possibilities:

[*]n/a, neither side aware
[*]A, Side A (only) aware
[*]B, Side B (only) aware
[*]AB, both sides aware

(Note by means of Map > Reverse Cycle Awareness or the Ctrl+Tab hot key that you can reverse cycle through the possibilities as you wish.)

When you select a different action item, such as marking a Trench, placing a Wreck, etc., the Awareness overlay vanishes, any n/a, A, B or AB all disappear. If you press one of the highlight buttons, the awareness overlays stay. They only vanish if you select one of the competing action items. Or deselect Set/Clear Mines etc. (toggle OFF the toolbar button).

I will demonstrate the effects of these different awareness settings in a moment. Let me first say: Think of the possibilities.

[*]With (most) every mine etc. marked n/a, this might suggest a situation where one side laid the mines etc. days, weeks, or months before; later, an engagement happens here where neither side is mine etc. aware.
[*]With (most) every mine etc. marked A or B, this is the typical situation where one side laid the mines etc., knows and retains awareness of them, while the other side is unaware. To the other side, they are (initially) hidden from view.
[*]With (most) every mine etc. marked AB, this might suggest a situation where Side A laid the mines etc. in an earlier scenario in a LCG; that this is a later scenario in the LCG where by now the other side has learned about, has become aware of, the first side's laid mines etc.

This opens up some interesting new scenario design possibilities, I hope you can see.

About the list

[*]Mines
[*]Cave
[*]Tunnel
[*]IED

These are hex features that intrinsically, by their very nature, are hidden (or meant to be). Why are Trench, Bunker, Pillbox etc. not included in that list? It's because they are not intrinsically hidden. They could be hidden, but due to surrounding terrain, not by themselves. So for example if a Trench is placed in a Light or Dense Jungle hex, it too would be hidden, but because of the jungle cover. A Trench in less obscuring terrain would be seen according to the ordinary (legacy) LOS rules.

In the screenshot above, by means of the appropriate Awareness cycling, I have assigned side awareness as shown. Side A (Americans) is aware of the mines & IEDs around its firebase (to the east); and Side B (NVA) is aware of its IEDs (scattered about to the west).

Here is how the Americans would see -- rather, not see! -- those IEDs:

Image

Even though the American helo is flying high and can survey the battlefield widely

[*]It cannot sight the TRenches, BunKers etc., due to the jungle terrain.
[*]It cannot sight the IE(D)s, because they lack Side A awareness of thos IE(D)s.

Compare with the very first screenshot above, where then the high flying helo could see absolutely everything. Dumb! Much better now!

Here is how the Side B NVA would see the scene:

Image

Even though some of those IE(D)s are out of LOS, still the NVA are aware of them, hence can see them, because they have been marked Side B aware (see above).

[to be continued ...]
ORIGINAL: berto

[... continuing]

Turning instead to Middle East (and a modified Saasa test scenario as an example), here are some minefields with various side awareness markings, as seen in the scen editor:

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After the Side A (Israeli) first move, this is what they see in game:

Image

Compare with the scen editor view above to verify that the Side A Israelis can only see mines marked either A or AB.

After the Side B (Syrian) move, this is what they see in game:

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Compare with the scen editor view above to verify that the Side B Syrians can only see mines marked either B or AB.

Compare also to verify that neither side can see any of the mines marked n/a.

If a blind side stumbles upon a mine etc., does it then become aware of the mine etc.? But of course! A side can become newly aware of a mine etc. whether through movement, or assault, or perhaps a few other sensible ways.

Once a side gains awareness of a mine etc., it retains awareness of the mine etc. to the end of the scenario. There is not losing awareness, no forgetting of discovered mines etc.

That then is the new Awareness system. You can appreciate how this will signficantly impact game play. Because of that, it is an optional rule, sort of. Meaning to say, it is a -- no choice -- intrinsic feature of the Extreme FOW optional rule. But if you really want to retain (legacy) all knowing, all seeing awareness (within LOS) of mines etc., then play with ordinary FOW. (Wimp!)

This new feature, together with other recently added new features (many of them designed to nerf the "queen" helos) will be available in the forthcoming VN EXEs, to be released later this week.
I mentioned above where the Vietnam game system has since seen many other changes. Here for example is the latest scen editor Map menu:

Image

Compare with the above, and maybe you can spot some of the changes, and at least one new feature (to be more fully revealed in some future Sneak Peek, maybe).
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by budd »

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