Red Rover

Matrix Games and Simulations Canada combine and completely remake two classic NATO vs. Warsaw Pact wargames into a new classic. Based on the original wargames “Main Battle Tank: North Germany” and “Main Battle Tank: Central Germany”, Flashpoint Germany is a new grand tactical wargame of modern combat. Every aspect of modern grand tactical warfare is included, from advanced armor, air and helicopters to chemical and tactical nuclear weapons. Step into the most dangerous war.. . that never was.

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Greyshaft
Posts: 1979
Joined: Mon Oct 27, 2003 1:59 am
Location: Sydney, Australia

Red Rover

Post by Greyshaft »

I've just invented a game called "Red Rover". It's really simple. All you have to do is move a M1 Tank Company from one side of the FPG map to the other side of the map.

Here are the rules:
* Use the the Ad-Hoc Scenario Generator to pick a random map and adjust the scenario settings to Weather is heavy rain (visibility is 500m) and Electronic Warfare is heavy.

* Set up your M1 Company with each unit adjacent to the map edge. I'm calling my company "VB Force" Australians will understand... and I've renamed its three platoons as "Tom", "Dick" and "Harry". They'll each have 4 * M1A1 Abrahms Tanks with the following settings:

* fatigue = zero (ranges from 0=Best to 19=Worst)
* morale = zero (ranges from 0=Australian to 19=worst)
* training = Elite (Elite, Veteran, Regular or Green)
* Ammo = 60 (maximum)

* We won't use minefields or improved positions but we will accept a couple of flights of F111s from the RAAF as off-map support.

* In the Red corner will be a T64 Regiment with starting Morale and Fatigue of 10 and a Training level of Green so they outnumber us 225:24 (or approximately 10:1) in units. For a real challenge add in some WP off-map artillery or airpower support!

* Let the AI set up the WP player anywhere on the map except the edge your units are on... so if you start on the north edge then the WP player cannot set up in the north row then give the WP player 10 points for every cleared quadrant. That will encourage them to deploy evenly across the map

* Turn hidden units ON.

* TO WIN: Get at least one Tank adjacent to the edge of the map opposite to where you started.
/Greyshaft
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JudgeDredd
Posts: 8362
Joined: Fri Nov 14, 2003 7:28 pm
Location: Scotland

RE: Red Rover

Post by JudgeDredd »

ORIGINAL: Greyshaft

I've just invented a game called "Red Rover". It's really simple. All you have to do is move a M1 Tank Company from one side of the FPG map to the other side of the map.

Here are the rules:
* Use the the Ad-Hoc Scenario Generator to pick a random map and adjust the scenario settings to Weather is heavy rain (visibility is 500m) and Electronic Warfare is heavy.

* Set up your M1 Company with each unit adjacent to the map edge. I'm calling my company "VB Force" Australians will understand... and I've renamed its three platoons as "Tom", "Dick" and "Harry". They'll each have 4 * M1A1 Abrahms Tanks with the following settings:

* fatigue = zero (ranges from 0=Best to 19=Worst)
* morale = zero (ranges from 0=Australian to 19=worst)
* training = Elite (Elite, Veteran, Regular or Green)
* Ammo = 60 (maximum)

* We won't use minefields or improved positions but we will accept a couple of flights of F111s from the RAAF as off-map support.

* In the Red corner will be a T64 Regiment with starting Morale and Fatigue of 10 and a Training level of Green so they outnumber us 225:24 (or approximately 10:1) in units. For a real challenge add in some WP off-map artillery or airpower support!

* Let the AI set up the WP player anywhere on the map except the edge your units are on... so if you start on the north edge then the WP player cannot set up in the north row then give the WP player 10 points for every cleared quadrant. That will encourage them to deploy evenly across the map

* Turn hidden units ON.

* TO WIN: Get at least one Tank adjacent to the edge of the map opposite to where you started.

Can't...don't have the game! [:(]
Alba gu' brath
Paul Wykes
Posts: 212
Joined: Sun Mar 04, 2001 10:00 am
Location: UK

RE: Red Rover

Post by Paul Wykes »

ORIGINAL: Greyshaft

..........* Use the the Ad-Hoc Scenario Generator to pick a random map and adjust the scenario settings to Weather is heavy rain (visibility is 500m) and Electronic Warfare is heavy............

Scenario generator[X(] Does this mean a generator to create random scenarios. Like a skirmish option.?
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Catgh_MatrixForum
Posts: 212
Joined: Wed Mar 13, 2002 5:00 pm
Location: Durango, CO

RE: Red Rover

Post by Catgh_MatrixForum »

Yep
Paul Wykes
Posts: 212
Joined: Sun Mar 04, 2001 10:00 am
Location: UK

RE: Red Rover

Post by Paul Wykes »

Blimey!!!!

I didn`t realise that this was part of the package. is this in addition to an game/scenario/map editor?
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Catgh_MatrixForum
Posts: 212
Joined: Wed Mar 13, 2002 5:00 pm
Location: Durango, CO

RE: Red Rover

Post by Catgh_MatrixForum »

No map editor at the moment.

It has a full fledge scenario editor and the ad-hoc scenario editor.
Paul Wykes
Posts: 212
Joined: Sun Mar 04, 2001 10:00 am
Location: UK

RE: Red Rover

Post by Paul Wykes »

Is a map editor something that is one the cards. Will it be a possability in the future to create one?
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Greyshaft
Posts: 1979
Joined: Mon Oct 27, 2003 1:59 am
Location: Sydney, Australia

Maps

Post by Greyshaft »

The current (beta) process for creating maps is complex since it involves adding multiple data items for every one of the 1,200 squares on the map (coverage, height, rivers etc). It is not for the faint-hearted and I don't know if it will be in the final game.

However since the level of the game is operational (and lower) I can't see why an individual would want to make their own maps. You won't get any level of detail that will let you identify specific locations at a glance except maybe the reduction of West Berlin.

But if map-making is your thing I would guess you would be able to do it in FPG

The opinions expressed in this Post are those of the Author and may have no relation to reality...
/Greyshaft
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