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RE: Eyes, Ears and Teeth

Posted: Sat Jan 21, 2017 12:36 pm
by CapnDarwin
Great AAR and a hard fought victory. [&o]

RE: Eyes, Ears and Teeth

Posted: Mon Jan 23, 2017 11:04 pm
by MikeJ19
Capn Darwin,

Thanks, it was a fun scenario. I'm going to try "A few Good Choppers" next. I want to better understand how to use helicopters. I'm also looking forward to trying out the MLRS...

Have a good day,

Mike

RE: Eyes, Ears and Teeth

Posted: Wed Jan 25, 2017 2:38 pm
by KungPao
ORIGINAL: MikeJ19

The battle continues...

Image
Hi Mike
FYI, the max range of I-TOW on AH-1 is 3750m, that's the reason why those AH-1 took no shots, they are out of range.

KungPao

RE: Eyes, Ears and Teeth

Posted: Wed Jan 25, 2017 6:27 pm
by MikeJ19
KungPao,

Thanks for the comment. It made me take a look at the different views and now I have fund that I can check the range of my weapons - this will help greatly!

Have a good day,

Mike

RE: Eyes, Ears and Teeth

Posted: Thu Feb 02, 2017 2:54 pm
by Mad Russian
One of the more challenging scenarios IMO. The reason is because you aren't sure what is happening, who it is happening with or where it's happening.

That's the life of the Recon units. Often they are sent into an area with the least amount of intelligence of the enemy of any forces that will engage.

It was interesting watching you shift your forces to counter what your eyes were telling you.

Great AAR! [&o]

Good Hunting.

MR

RE: Eyes, Ears and Teeth

Posted: Thu Feb 02, 2017 6:53 pm
by MikeJ19
Thanks, I'm impressed with the scenarios so far - they have lots of different challenges and options. I need to remember to think about what I am actually seeing the enemy do...

RE: Eyes, Ears and Teeth

Posted: Tue Oct 10, 2017 6:49 pm
by rhnelson
I've been playing NS_AS Eyes, Ears, and Teeth as NATO with 2.0.13. In hexes 1611 and 1911 there are EXIT symbols. Is the purpose to recon the Soviets and then exit?

And thanks to Mike319 for the great AAR.

RE: Eyes, Ears and Teeth

Posted: Wed Oct 11, 2017 3:45 pm
by WildCatNL
Rick, do you have a screen shot or a save game for us? I'm not seeing EXIT symbols when I launch the scenario as NATO using 2.0.13.

William

exit hexes

Posted: Wed Oct 11, 2017 9:31 pm
by rhnelson
got the message "You are not allowed to post links, emails or phone numbers for 7 days from the date of your tenth post."

I'll post it when I get there

exit hexes

Posted: Thu Oct 12, 2017 2:13 am
by rhnelson
I played the game until I had > 50% VP, then moved my remaining units to the nearest exit hex. When the last one left the game ended. I got VPs for the exeted units

RE: exit hexes

Posted: Thu Oct 12, 2017 7:09 pm
by Enigma6584
Superb AAR!

RE: exit hexes

Posted: Mon Feb 11, 2019 8:51 am
by StuccoFresco
Late to the party, but i enjoyed another great AAR by Mike.

One question: playing it from the Soviet side, i decided to strike north (at DOG objective as you coded it) and dug in there waiting for the main force to arrive (initially the Soviets starts with 2 recce battalion with only 2 T-64 and no AA, so they actually start at great disvantage). DOG is an easily defensible position, because if you put your forces in the town and in the forest just outside at NW, you can fire on American units that advances down the western road, and engage them at 500-1000m. DOG is, although, vulnerable to an offensive that comes from CAT ([:D]) and from helicopters.

By concentrating your forces on CAT you would have probably been able to strike north and retake DOG even if the AI followed my plan. Was this intended? To take the central position so you could, at need, attack north or south?

RE: exit hexes

Posted: Mon Feb 18, 2019 8:10 am
by MikeJ19
Good question. It has been a while since I looked at this battle. I went back through the AAR and I think that I had decided that CAT was the key and then I could later decide to head North or South. I deviated from this a little, but it looks like my thoughts line up with your's - take the central (Key) position and then take advantage of what happens.