Red Sea Rumble Advice

Shifting Sands traces the history of many Arab-Israeli conflicts: from the sidelines of the Suez crisis, through the lightning Six-Day War, the guerilla-like War Of Attrition and the strategic surprise of the Yom Kippur War, all the way to the historic Osirak raid and the epic air battle over the Bekaa Valley

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Lanzfeld
Posts: 120
Joined: Thu Apr 20, 2017 9:37 pm

Red Sea Rumble Advice

Post by Lanzfeld »

I bought this campaign and I’m just getting started.

I noticed that there are lots and lots of sea contacts in the “Red Sea Rumble” battle. But I also noticed that all the neutral and friendly contacts are only doing 2 knots and anyone going over 2 knots is a bad guy. Maybe make it not so obvious? Maybe have some of the neutral and friendly ships going anywhere from 2 to12 knots? Would make the scenario much more exciting.

Anyways looking forward to progressing.
Whicker
Posts: 665
Joined: Tue Jun 19, 2018 9:54 pm

RE: Red Sea Rumble Advice

Post by Whicker »

I notice that too in some scenarios, especially with biologics. I wish the bios had a faster top speed so they would be harder to spot. Sometimes the bios are always at 131' and 3mph.
Lanzfeld
Posts: 120
Joined: Thu Apr 20, 2017 9:37 pm

RE: Red Sea Rumble Advice

Post by Lanzfeld »

Yes.....
A bit of realistic variety would go a long long way
cmanouser1
Posts: 221
Joined: Fri Feb 28, 2020 7:41 pm

RE: Red Sea Rumble Advice

Post by cmanouser1 »

In this scenario, civilian ships are all dhows https://en.wikipedia.org/wiki/Dhow
While it might be a bit lazy that all go exactly at 2 kts (a quick search shows some dhows can go at an average 10kts), I find it believable that they're slower than the military ships and thus identifiable.
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