SAR

Campaign Series: Vietnam is a new turn-based, tactical/operational war game that focuses on the Indochina War, Vietnam Civil War and the first years of US involvement in Vietnam with over 100 historical scenarios.

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SwampYankee68
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SAR

Post by SwampYankee68 »

Hi,

Playing Operation All the Way, and I've lost two light observation helicopters.

I was thinking how great it would be if I had to attempt to find the wreck and at times extract crew.

Be kind, I have no idea how much coding that would take. I'm guessing a ton, probably not possible at all, but seeing as what you all have done with this engine to date, thought I'd shoot for the moon!

Thanks again for my favorite wargame.
"The only way I got to keep them Tigers busy is to let them shoot holes in me!"
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Jason Petho
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Re: SAR

Post by Jason Petho »

That is a good idea indeed.

I've been thinking how to incorporate that into the game, at least on a scripting level. It could be done with that!

That reminds me if I remembered to add the medic helicopters that I made to the 1.31 UPDATE.
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Re: SAR

Post by Jason Petho »

YES! I did include the medic helicopters in the 1.31 UPDATE!
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SwampYankee68
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Re: SAR

Post by SwampYankee68 »

That is so epic!

The accounts of Vietnam SAR make for some truly incredible reading.
"The only way I got to keep them Tigers busy is to let them shoot holes in me!"
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Crossroads
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Re: SAR

Post by Crossroads »

Jason Petho wrote: Fri Aug 02, 2024 1:32 am That is a good idea indeed.

I've been thinking how to incorporate that into the game, at least on a scripting level. It could be done with that!

That reminds me if I remembered to add the medic helicopters that I made to the 1.31 UPDATE.
Should be doable. Have the pilots as reinforcements for turn "999", check if a helicopter is destroyed event occurs, then place a pilot as a reinforcement to hex where the helicopter was lost. Event points for Side A for landing a pilot to a certain base or landing zone, event points for VM for killing the pilot as well. Or something along those lines.

Edit possibly a coding change to allow MEDEVAC helicopters to land anywhere otherwise legit, or in other words, not to be restricted by Historical LZ optional rule which otherwise is a must for most of the VN scenarios. Should not be too difficult, maybe even just a kludge to check if unit name contains "MEDEVAC"? Or contemporary lingo, if MEDEVAC was not in use then.

SwampYankee68 wrote: Sat Aug 03, 2024 1:25 am That is so epic!

The accounts of Vietnam SAR make for some truly incredible reading.
Sounds really cool, great idea!
Last edited by Crossroads on Sun Aug 04, 2024 3:05 pm, edited 1 time in total.
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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SwampYankee68
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Re: SAR

Post by SwampYankee68 »

Be still my heart!

That's be it, then fellas. No other computer wargame has that type of variability and immersion that I can think of, other than Command Modern Operations.

Thanks for the replies!
"The only way I got to keep them Tigers busy is to let them shoot holes in me!"
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Crossroads
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Re: SAR

Post by Crossroads »

SwampYankee68 wrote: Sun Aug 04, 2024 2:57 pm Be still my heart!

That's be it, then fellas. No other computer wargame has that type of variability and immersion that I can think of, other than Command Modern Operations.

Thanks for the replies!
Berto bided his time when designing the Event Engine. I believe he looked at CMO as an example when he decided to use Lua as the event engine foundation. He also concluded—and rightly so—that the scenario scripting language needs to be as simple as possible, so that even those who haven't studied ICT can use it. And Lua fits that bill. It's a programming language, but on the more forgiving side. And as Jason has shown, being a cartographer, he can now give Lua lectures at the local college as well.

Funny that in my reply to your kind review, I concluded that we too are just starting to realize the vast possibilities the CS Event Engine allows for. Was it a former S&W review, or was it Wargamer? I can't recall right now, but the reviewer basically stated, "OK, that's not too shabby, but I'll be convinced when the AI can perform an Air Assault."

So I took that, and for my Sirte 01 scenario for Middle East 2.30, I scripted the British (attacking) side to roll a die, then choose a Western, Eastern, or Southern approach, land a battalion of British Paras, leave the map, and have the Paras in turn roll a die for their attack plan and its ferocity. Come to think of it, I haven't replied to that reviewer yet. Who was it again...

But yes, thanks for the idea—another challenge accepted, I think. Jason, over to you. :mrgreen:
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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Crossroads
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Re: SAR

Post by Crossroads »

^ It was Tally Ho Corner, actually.
aving been brutally ambushed and stealthily infiltrated more times than I care to admit, having chased shadows, been lured into minefields, and watched numerous friendly outposts fall to multi-directional, arty-supported attacks during the past week, I wouldn’t hesitate to rate CS: Vietnam’s “adaptive”, “nation-tuned” AI B+. To wring a higher rating out of me the CPU would need to demonstrate helicopter assault competence.
Thanks for the challenge, I don't think I would have otherwise thought about that. The reviewer was right of course...
I suspect teaching the AI to use gunships, scout and transport helis wisely is beyond even the Campaign Series Legion’s formidable modding capabilities. Only able to stay aloft for around nine turns before requiring refuelling, choppers can operate at three different altitudes (these have implications for movement range, spotting ability, and vulnerability to ground fire). While human players will quickly master the art of single-turn LZ visits, training the AI to insert and extract efficiently would, I imagine, be tricky.
... that it was a bit of a challenge, AI needs more time to figure out things, often at turn of new phase - am I at right hex? have I landed? etc etc - so I did cheat a bit by having the AI helos capable of 15 or was it 16 turns without refuelling in between.

But that's the beauty of the system as well, Helo Flight Time is an Adaptive AI parameter, and AAI is accessible from CSEE.
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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SwampYankee68
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Re: SAR

Post by SwampYankee68 »

I will have to read that review in its entirety. I like the discussion!

I am very lucky in that I have a consistent, dangerous regular opponent for PBEM, so I don't play vs the AI much once I think I have a good grip on the rules. So playing scenarios with such detail is even more amazing.

I had a light observation helo on a ridge, flying nape. I flew through a gully intending to monitor a trail leading to where my areorifle platoons were just getting the upper hand on a VC platoon, and when he popped up on the ridge on the far side of the gully he was met my (I believe) 12.7mm AA and went down. I had already lost his wingman.

When sending the turn to my buddy I said how hellish it would be to have to plan and prosecute an SAR on top of the ongoing mission.

Anyways, that's the genesis of this particular request!

BTW, those are my only losses aside from an areorifle squad. Playing Op. All the Way. Just want it known I'm not kamikazzying them into bunkers! LoL
"The only way I got to keep them Tigers busy is to let them shoot holes in me!"
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Crossroads
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Re: SAR

Post by Crossroads »

SwampYankee68 wrote: Sun Aug 04, 2024 4:45 pm I will have to read that review in its entirety. I like the discussion!

I am very lucky in that I have a consistent, dangerous regular opponent for PBEM, so I don't play vs the AI much once I think I have a good grip on the rules. So playing scenarios with such detail is even more amazing.

I had a light observation helo on a ridge, flying nape. I flew through a gully intending to monitor a trail leading to where my areorifle platoons were just getting the upper hand on a VC platoon, and when he popped up on the ridge on the far side of the gully he was met my (I believe) 12.7mm AA and went down. I had already lost his wingman.

When sending the turn to my buddy I said how hellish it would be to have to plan and prosecute an SAR on top of the ongoing mission.

Anyways, that's the genesis of this particular request!

BTW, those are my only losses aside from an areorifle squad. Playing Op. All the Way. Just want it known I'm not kamikazzying them into bunkers! LoL
I think Recon Reveal appeared first time in Middle East 2.0. How cool was that! Recon can do recon with other means than by dying,. Then, in Vietnam, yes you can Recon but you might not Reveal. It is an unforgiving terrain out there!
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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SwampYankee68
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Re: SAR

Post by SwampYankee68 »

Yes, that is a fantastic order, it certainly changes the way one plays!
"The only way I got to keep them Tigers busy is to let them shoot holes in me!"
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