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Minefield tip

Posted: Tue Jun 02, 2015 5:28 am
by Tazak
At present players do not have the ability to place minefields at the start of a scenario (their fixed by the scenario designer)

I've tested a work around to this current limitation that allows players to place a limited number of minefields at the start of a scenario

Be aware however that this will slightly impact the VP win/loss ratio worked out by the game engine as well as the 30% auto end conditions.

How:
Provide the player with off map arty batteries that fire FASCAM, this provides the player with 1-2 minefields per battery

Conditions:
Set the arty to withdrawal within a few minutes of the scenario starting - this avoids the player using the arty for anything else
Ensure no enemy arty is available - avoids CB fire and impacting the VP kills totals
Ensure the enemy lead units are out of sight until the battery withdraws - avoids player/FSSC using the arty to target the lead units
Make it VERY clear in the scenario brief what the extra arty is for and how long before they withdraw

End result:
players have some flexibility to detail their own defense plans rather than being fixed by the scenario designer

RE: Minefield tip

Posted: Wed Jun 03, 2015 12:12 am
by Mad Russian
I've used that option in my own scenarios.

Good Hunting.

MR

RE: Minefield tip

Posted: Wed Jun 03, 2015 1:14 am
by JohnOsb
Tazak, could you post an example scenario showing that. Also will we have the ability to be able to place minefields and obstacles during the setup by the player in 2.1?

RE: Minefield tip

Posted: Wed Jun 03, 2015 4:01 am
by Tazak
ORIGINAL: Mad Russian

I've used that option in my own scenarios.

Good Hunting.

MR

Oh which one or is it one your looking to release

John, may drop you a PM later with the scenario file but its part of a campaign I'm working on, in the mean time here's a screenshot that hopefully explains a bit better

I'd had between 5-7 minefields out of the 4 arty batteries, I've chosen the cheapest units and I think I can reduce the number of barrels per bty therefore reducing any VP impact (18 pts per barrel, 6 barrels per bty, 4 batteries) 432 points which is nothing in the grand scheme of things e.g. less than 5% of the NATO force costs
Image

RE: Minefield tip

Posted: Wed Jun 03, 2015 8:47 am
by cbelva
ORIGINAL: JohnOsb

Tazak, could you post an example scenario showing that. Also will we have the ability to be able to place minefields and obstacles during the setup by the player in 2.1?
If I have any say in it we will. I argued it for 1.0 but it was not to be so. I think any minefield, roadblock, or improved position within a setup zone should be moveable during setup. Those outside the setup zone could remain locked. That would give scenarios designers the best of both worlds.

I am hesitant in promising anything for 2.1. It all depends on what Rob is able to do and get done in the time allotted. We have some big plans and this in on the wish list for 2.1. Only time will tell. If Rob didn't have to deal with life, we could have it all in the game and sooner. I have recommended that Rob quit his job and live in Cap'n D's basement. He could lower him food and water thru a hole until 2.1 is finished, but Rob vetoed that idea for some reason.

RE: Minefield tip

Posted: Fri Jun 12, 2015 1:17 am
by IronMikeGolf
You can make a 1 VP unit that can do this, too.

1. I copied the M198 howitzer on the Weapons Tab and renamed it (WEAPTAG, Name, Description). Set SA, AP, and HEAT all to zero and made SC the only special.
2. I copied the M198 on the Units Tab. Ne SUTAG, Name, and Description. Made an engineer symbol, too. Weapon list is 1* the WEAPTAG in step 1.
3. I made a new line on the Formations Tab under the Crew Weapons Single. It consists of 1* the SUTAG in step 2. Role is Arty.

You get an Arty unit with an Engineer unit symbol. It has one tube and is worth one VP. It can't kill anything, but it will decrease Readiness of the target if it shoots "HE". So, you do need to withdraw it ASAP.


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RE: Minefield tip

Posted: Fri Jun 12, 2015 4:21 am
by Pawsy
One thing about obstacles that is unique to Western Europe is that they would have been activated as part of the general deployment plan. Bridges destroyed, minefields placed, roads cratered for example. All this was controlled at the highest level and so outside the scope and time frame of the game. What is required is minefield clearance and gap crossing.

The conclusion is that any battlefield in the game must have obstacles.

RE: Minefield tip

Posted: Fri Jun 12, 2015 4:33 am
by Pawsy
How:
Provide the player with off map arty batteries that fire FASCAM, this provides the player with 1-2 minefields per battery

The FH70 never had the capablilty to deliver minefields.

BAOR minefields were layed using 432 AFV with towed bar mine layers with a AP scaterable mine (Scat min) system on top for AP only. Took some time, again too long for this game. Shielder, a vehicle based scat min mine system, didnt come into use until 95.

RE: Minefield tip

Posted: Fri Jun 12, 2015 11:03 am
by IronMikeGolf
Starbuck, the game currently does not have the capability for during-the-scenario place minefields that are positioned by the player. The only minefields and obstacles supported are those emplaced by the scenario designer and a limited amount of FASCAM.

What is desired is for the scenario designer to be able to allocated a number of hexes of minefield and obstacle hexes to a side and the player positions them during the setup phase of a game. That is expected to be a part of 2.1.

In the meantime, a scenario designer can carefully set up off map arty units that hav e a minimal impact on victory levels and both intended and useful for emplacing FASCAM mines during the opening command cycle. This is a work around for the desired mechanic that lets a player integrate consciously chosen countermobility into his plan.


Image

While these are unit and weapons to the game engine, the actually represent time and effort of infantry supervised by engineers

RE: Minefield tip

Posted: Fri Jun 12, 2015 5:40 pm
by Pawsy
Oh I had no issue with what your trying to do, its a game. Just thought I'd mention it from a realism point

RE: Minefield tip

Posted: Sat Jun 13, 2015 3:35 pm
by Mad Russian
ORIGINAL: starbuck310

Oh I had no issue with what your trying to do, its a game. Just thought I'd mention it from a realism point

We try to bring the realism and game aspects as close to each other as possible. Somethings don't play nice with realism and others with being a game. That's when we have to abstract something.

Good Hunting.

MR