Getting Started

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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HailRider
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Joined: Sun May 11, 2014 1:09 am

Getting Started

Post by HailRider »

I got CMANO a week ago. I've been through the tutorials, and a number of basic missions. I have looked at some other missions, but I seem to be finding the scenarios either too simple or too complicated. Can anyone please guide me as to what order I should be trying the scenarios in order to build up my skills without getting overwhelmed. I am finding myself rather confused due to lack of instruction, as there is really so much to read and figure out.

Thanks in advance.
Pergite!
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RE: Getting Started

Post by Pergite! »

I hardly believe there is an order in which you can try the scenarios. If you have identified scenarios as simple, then why not just go up a step in complexity?

Otherwise the standard answer for getting to understand the game usually is:
http://baloogancampaign.com/
NickD
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RE: Getting Started

Post by NickD »

Which scenarios have you tried? When I was learning the game I found the small-scale scenarios which focus on only one 'domain' of conflict provided the best introduction (eg, Wooden Leg 1985 got my head around operating aircraft and The Vanuatu Crisis 1996 was a good introduction to naval combat).
Dimitris
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RE: Getting Started

Post by Dimitris »

"Stand Up" is often mentioned as a good starter scenario.
HailRider
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RE: Getting Started

Post by HailRider »

Thanks for the suggestions. So far I have:

Stand Up
Wooden Leg 1985 - Air
The Vanuatu Crisis 1996 - Naval
HailRider
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RE: Getting Started

Post by HailRider »

The scenarios I have tried so far (other than giving up on more complicated ones I started):

The Shark, 1971
Operation Trident, 1971
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mikkey
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RE: Getting Started

Post by mikkey »

Good scenarios for start are also South China Clash, Coral Magpie, Novi Pazer Pursuit, Nerve Hydra and Op Lingkod Timog.
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snowburn
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RE: Getting Started

Post by snowburn »

dont forget: downtown, a nice scenario to learn the basic about aircrafts (ground strikes, sam avoidance, fighter escorts)
GBOATZ
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RE: Getting Started

Post by GBOATZ »

I would recommend Caribbean Crisis as you only have to control one unit, but you are given a number of very specific objectives. It really helped me with navigation, using weapons appropriately and even damage control!
HailRider
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RE: Getting Started

Post by HailRider »

Thanks everyone for the suggestions.

I've been trying The Vanuatu Crisis 1996. Looks like a small and simple scenario with multiple components to get things going. But, I am having serious problems figuring out what to do. When I think I know what to do, it seems I am unable to do them in the game.

The ASW helicopters don't seem to be able to identify the sub that is lurking. There is radar contact, but no ID even if the choppers are overhead. Also, I don't seem to be able to get the sonars working for some reason.

When the jets finally arrive, they don't seem to be able to find any ground elements other than the radars that were visible previously anyway. I have them buzzing at different altitudes, but no luck. Just the occasional uncertainty box that I cannot shoot into. Also, when they automatically fire, the whole payload goes out on one target, then they return home.

When the destroyers are within range, I can't fire for a number of reasons using shift F1. If I use F1, a large number of missiles go out instead of one or two. Is there a way of adjusting the response to threats automatically?

So, I must be missing a whole lot of things here. I'm glad for this scenario, because now I know it isn't really the complexity of the scenario I am having an issue with, but rather the whole thing.

Any help would be greatly appreciated!!!
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DirtyFred
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RE: Getting Started

Post by DirtyFred »

just started out yesterday, but already finished tutorials and now i am going to blow the northern fleet out of the water in the "duelists" scenario
When the destroyers are within range, I can't fire for a number of reasons using shift F1. If I use F1, a large number of missiles go out instead of one or two. Is there a way of adjusting the response to threats automatically?


use Shift+F1

if you have'nt read the manual - explains the NEZ (no escape zone) and DLZ (dynamic launch zone) concepts - please do so - you dont want to waste ammunition - first get a fix on the target by using available platforms then prosecute the targets - save often and try try try again - learning curve is steep but it is worth it

great vids - explain a lot:

www youtube com/user/baloogan/videos
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.
HailRider
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RE: Getting Started

Post by HailRider »

I've learnt a few things.

1) You can choose a missile that is out of range or whatever, but it will only fired once the issue is resolved.
2) Don't torpedo a 'biologic'. I killed a whale. Oops.
3) Choose the ASW helicopter with the appropriate loadout.
4) Torpedos only fire if you are close to the water.
5) (maybe) Flying low in jets help ID of enemy elements

I still can't find a way to limit the AI response (i.e. how many and which missiles to use, etc) to a threat or target. Is this possible?
Tomcat84
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RE: Getting Started

Post by Tomcat84 »

One hing you can do is to right click a unit -> attack options -> hold fire (no AI attacks) in case you want to manually take care of things.

Otherwise it seems the AI usually likes two allocate two missiles per target (at least in air to air warfare). I dont know of a way at this time to influence the AIs weapon behavior, other than doing business manually.

If it annoys you that the AI manually evades (engaged defensive), in the doctrine window you can set Automatic Evasion to "no" and manually take care of things.
My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
HailRider
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RE: Getting Started

Post by HailRider »

Thanks. That helps a lot. Maybe you will be able to choose a response to threat it the future.
HailRider
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Joined: Sun May 11, 2014 1:09 am

RE: Getting Started

Post by HailRider »

I think I've finally gotten my head around how to play this game. Thats for suggesting The Vanuatu Crisis 1996 - Naval. It is a smile coordinated attack of jets, ships, and helicopters.

Wooden Leg 1985 was VERY straightforward, but a good intro to refuelling.

I'll try some more of the suggestions.
Casinn
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RE: Getting Started

Post by Casinn »

Look in the mods and scenarios board also, can help the authors test out their upcoming scenarios.
HailRider
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RE: Getting Started

Post by HailRider »

Stand Up was a nice and simple scenario. Good for understanding basic AAW. Also, good for posturing. I put my units in position ready to hit. When they shot at me, I let loose. Interesting in looking at deterrence.

I noticed, however, that they didn't shoot back that much. Is there a reason for this?
HailRider
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RE: Getting Started

Post by HailRider »

I Understand now, it was a range issue.

I'm finally getting a good handle on this game. Quite fun.

Off to the next suggestion - South China Clash.
HailRider
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RE: Getting Started

Post by HailRider »

I'm also wondering if there is a way to get a unit to simply follow another unit, and not fired yet. This was necessary in the Stand Up scenario where hostilities have not yet started, but the Argentines have jets roaming around, getting into position the fire. It would be nice to have one of my jets assigned to each of theirs, so that's when hostilities start, they shoot immediately. This is exactly what I did, but I had to do it manually. It was rather labor-intensive.

Does anyone know if this is possible?
Dimitris
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RE: Getting Started

Post by Dimitris »

You can order a unit to auto-attack the contact of interest, while first ensuring it has the "Hold Fire" option enabled. So the unit will go through the whole intercept routine without actually pulling the trigger.
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