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RE: Russian Civil War; May, 2004

 
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RE: Russian Civil War; May, 2004 - 5/22/2015 4:39:16 PM   
jmarso

 

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Gunner, it looks like you took out a lot of installations and left some SAMS. I need to clarify the briefing objectives a bit, and narrow down the scoring. The goal is supposed to be to wipe out SAMS, radars, and air, not necessarily all the infrastructure. I need to communicate that better in the briefings. Another data point for Rev 1.

(in reply to Gunner98)
Post #: 31
RE: Russian Civil War; May, 2004 - 5/22/2015 7:05:37 PM   
Gunner98

 

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Had another 20 Hornets loading up to clean up the remainder of the SAMS. Was using some of the installations as a bomb dump for alternate targets. Mostly used Short range Mk.82 loads once the TLAMs took the edge off the SAM sites, so each AC (12 in the first run I think) had 8 bombs, with a bit of micro you can get fairly efficient. Brief was clear enough, but wasn't going to go deep with that bomb-load, needed longer range and not worth the risk for just a few left over bombs. And as the old saying goes: If you’re not a Gunner - you’re a target


B

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Post #: 32
RE: Russian Civil War; May, 2004 - 5/22/2015 8:43:15 PM   
AlexGGGG

 

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quote:

ORIGINAL: jmarso
The escort mission I remember was escorting a TARPS bird- I don't remember anything with S-3's at all.


I must have been playing some add-on then.

quote:


This particular set of scenarios flat out doesn't involve ASW, and that is addressed pretty clearly in the briefing. There are plenty of other ASW scenarios out there.


After playing some while, I developed a habit that "pretty clearly" just is not good enough. At this time our intelligence estimate is that no SSN / SSGN assets have been subverted or captured by the rebel leadership. I have read words to similar effect many times, only to eventually discover that damn intel was no good. So I will deploy ASW patrols every time unless the text is worded as "designer's note" rather than "intel". This does not mean I'm in any way dissatisfied with the briefing - on the contrary, I very much like it as it is now; little bit uncertainty is great.

Changing topic, I second the suggestion that Phase I should be shortened to maybe 36 or 48 hours.

(in reply to jmarso)
Post #: 33
RE: Russian Civil War; May, 2004 - 5/22/2015 8:50:37 PM   
jmarso

 

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quote:

ORIGINAL: AlexGGGG



quote:


This particular set of scenarios flat out doesn't involve ASW, and that is addressed pretty clearly in the briefing. There are plenty of other ASW scenarios out there.


After playing some while, I developed a habit that "pretty clearly" just is not good enough. At this time our intelligence estimate is that no SSN / SSGN assets have been subverted or captured by the rebel leadership. I have read words to similar effect many times, only to eventually discover that damn intel was no good. So I will deploy ASW patrols every time unless the text is worded as "designer's note" rather than "intel". This does not mean I'm in any way dissatisfied with the briefing - on the contrary, I very much like it as it is now; little bit uncertainty is great.


Better safe than sorry is always a sound policy regarding submarines. :)


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Post #: 34
RE: Russian Civil War; May, 2004 - 5/22/2015 8:53:41 PM   
jmarso

 

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Here comes the first revision...

Command: Russian Civil War Phase I/II/III Change Log

• Fixed the formation and reduced the size of the Strike Group. Changed the USS Normandy to the USS Lake Erie
• Removed one squadron of Tomcats from the air wing
• Fixed the carrier magazines- hopefully there's enough ordnance. Let me know. UNREP function still questionable
• Put some CVW assets in maintenance or reserve status
• Made adjustments to Russian A/C OOB (Replaced a lot of Foxhounds with Fulcrums/Flankers)
• Cleared the message logs at scenario start
• Made the US forces ‘veteran’ proficiency
• In Phase I, the first wave of Bears will retreat if intercepted.
• Shuffled the strike group helos to put the Bravos on the small boys and the Foxtrots on the carrier
• Added more jamming pods to the carrier magazine for the Prowlers
• Fixed the formation for the ESG in Phase III
• Fixed the formation for the Red Russian SAG in Phase II
• Clarified mission briefings for Norway/Finland overflight rules and Phase I mission objectives
• Adjusted Phase I scoring so you get points for hitting mission objectives targets but not ALL the Kola infrastructure

EDIT: One other thing: I changed the start position of the strike group in Phase I, moving it well back to the west and farther north, giving it a much longer run-in to the oparea and a chance to chase off those pesky Bears a little early.

Attachment (1)

< Message edited by jmarso -- 5/22/2015 9:55:52 PM >

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Post #: 35
RE: Russian Civil War; May, 2004 - 5/22/2015 9:33:07 PM   
Gunner98

 

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Looks good. With the Norwegian airspace issue and positioning of the CSG, TLAM strikes are going to take some careful planning - I like it. Will play Ph1 agian shortly.

B

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Post #: 36
RE: Russian Civil War; May, 2004 - 5/23/2015 12:05:28 PM   
Gunner98

 

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quote:

• In Phase I, the first wave of Bears will retreat if intercepted.


Not sure if this is working. In the clip, distance is ~400M and its my second pass




Attachment (1)

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Post #: 37
RE: Russian Civil War; May, 2004 - 5/23/2015 12:18:51 PM   
Gunner98

 

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Another event issue I think.

-In the message log I saw the event message:

7:08:05 AM - Event: 'Trigger Happy Russians Start War' was triggered but did NOT fire (failed probability check).


-Saw some interceptors heading my way - then they launched missiles at my BARCAP
-Popped into God's Eye and sure enough these were the Trigger Happy miscrants.

So am not sure if the the event trigger is working properly as the it was a fail but they still attacked.




Attachment (1)

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Post #: 38
RE: Russian Civil War; May, 2004 - 5/23/2015 2:59:09 PM   
Gunner98

 

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All going well.

Couple of points:

-With the standoff of the CSG and the trigger happy guys shooting early, the air battle is more of a 'standoff and attrite, vice a 'surge & sweep'. This is fine, but if you would like to keep the defenders fighting longer you may want to use Prosecution zones for you CAP. This would a) prevent the Defenders from zooming out on burner and turning back empty just at the time when ambushing Hornets feed them some AMRAAMs. And b) force the USN to dance around the SAMs while sweeping the air clear, meaning a comprehensive SEAD effort which is more of a challenge to conduct.

-I filled the AOE with a good bunch of munitions (attached)and tried the UNREP thing. Still a bit of a learning curve for me as well. It failed but I think I know why: My conclusions/speculation:

--Because the CVN is 'Lead' in the formation, when you tell it to UNREP nothing seems to happen
--When I told the AOE to UNREP, it immediately headed to the carrier (I have seen this before in NF-9, not sure if its designed this way but it does work)
--Because the AOE's top speed is 25, and the CSG was maintaining that speed, it was already starting to drop back a bit. I slowed the CSG down to 15knts and the AOE closed on the Carrier at 22knts. I thought this should happen automatically but it didn't even though the formation box was ticked saying that it was slowing down to regroup.
--Both the AOE and the CVN had an UNREP dialog stating they were closing on each other
--The AOE closed with the CVN but when that happened the UNREP dialog ended and they both became 'unassigned'

I THINK this happened because the CVN magazine is already chalked to overcapacity. Not certain. There had been some munitions expended so I thought that it might work for those but no-go.

I believe the UNREP is working sort off as designed, the speed thing is an issue and so is who needs to receive the UNREP order. But I think that it fails in scenario because of the overstocked magazine - this is just speculation. I'll pop a comment into the Tech support forum.

B




Attachment (1)

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Post #: 39
RE: Russian Civil War; May, 2004 - 5/23/2015 3:01:21 PM   
Gunner98

 

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Here is the AOE file. You can save it in your import/export folder (I'd make a seperat sub folder) and then import it. You may wish to experiment with a stock CVN in a blank scenario to get things working.

B

Attachment (1)

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RE: Russian Civil War; May, 2004 - 5/23/2015 4:20:42 PM   
jmarso

 

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quote:

ORIGINAL: Gunner98

Here is the AOE file. You can save it in your import/export folder (I'd make a seperat sub folder) and then import it. You may wish to experiment with a stock CVN in a blank scenario to get things working.

B


I've already built a test mission with 1 CVN and 1 supply ship. The supplier has stuff and the CVN has totally empty magazines. Still can't get them to swap spit, so to speak. I haven't messed with it too much because I was working on a lot of other stuff at the same time. Magazine management remains almost my sole frustration with this game.

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Post #: 41
RE: Russian Civil War; May, 2004 - 5/23/2015 4:26:28 PM   
Gunner98

 

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It's not the most intuitive that's for sure. When you emptied the CVN magazine, did you simply delete the entries or reduce them to 0.: (i.e. AIM-120C 0/240). I suspect, but don't really know, that the record needs to remain in the magazine with a balance less than the maximum (i.e. 200/240) to fill that record.

B


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RE: Russian Civil War; May, 2004 - 5/23/2015 8:55:46 PM   
AlexGGGG

 

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In Phase III, I can't seem to be able to do the main landing. That is, despite hovering helos inside the target area, the events do not trigger. Not sure what to check?

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RE: Russian Civil War; May, 2004 - 5/24/2015 3:50:10 AM   
Primarchx


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Started with the latest build (Phase I) tonight. I think I missed some orders from CINCLANT (missing a trigger?) but the campaign went forward on my initiative none the less. Just finished the first evolution of airstrikes to significant success. Split off a CG/DDG for an inshore group, moving about 50nm further in than the CVBG. I assign a legacy Hornet group as the carrier CAP squadron and the F/A-18F & F-14B squadrons as the strike CAP squadrons. Some fencing with snooping fighters from the Kola but I beat them all back with no losses. A limited TLAM strike is launched on peripheral radar sites to reduce overall coverage.

Six hours in I launch the first SEAD strike. The second legacy Hornet squadron is loaded down with HARMs and the remaining Super Hornet squadron has JSOWs w/ CBU warheads. Escort with the majority of the two strike CAP squadrons and a Prowler. A second Prowler, lacking ALQ-99 pods, is set up in Ferry to provide ESM support to the north to help fix the SA-10 batteries that my Hawkeyes have been sniffing from time to time. The whole strike is preceded with ~60 TLAMS, assigned 3 per remaining surveillance radar site. These TLAMs draw the attention I want them to and the first wave of Red fighters are low on missiles to combat my lead fighter screen. Many TLAMs get through and others draw a lot of SA-10 fire. I get fixes on all Grumble sites and begin to attack. Barrages of HARMs and JSOWs decimate the outer ring of SA-2/3 batteries surrounding Murmansk and all but one of the SA-10 sites are degraded to combat ineffectiveness. Only the occassional AAM or SA-5 is lobbed toward the USN air attack, but none connect. Several Su-27 and MiG-29 a/c are downed for no losses.

In the process of rearming for the next airstrike. The JSOWs were awesome in clearing out the older SAM sites, a pair of them wiping entire firing regiments from the map. The Russians are firing their AA-10Cs but are not able to keep them guided due to return fire.

IDEA - I'd like to replace the USN airwing with a notional OOB based on the F-14E, A-12 and F/A-18E/F, as I really like those tail-end-of-the-Cold-War platforms...

TALLY THUS FAR:::

SIDE: USN
===========================================================

LOSSES:
-------------------------------


EXPENDITURES:
------------------
12x ADM-141C ITALD [Active RF]
32x AGM-154A JSOW [145 x BLU-97/B Dual Purpose]
44x AGM-88C HARM
44x AIM-120C AMRAAM P3I.1
44x AIM-54C Phoenix
12x AIM-7P Sparrow III
4x AIM-9M Sidewinder
1x Generic Chaff Salvo [8x Cartridges]
97x RGM-109C Tomahawk Blk III TLAM



SIDE: Red Russian
===========================================================

LOSSES:
-------------------------------
6x MiG-29 Fulcrum A
1x MiG-31B Foxhound
1x Radar (Back Net [P-80])
1x Radar (P-70)
10x Radar (Spoon Rest C [P-12])
1x Radar (Tall King A [P-14])
12x Radar (Thin Skin A HF [PRV-9])
1x Radar (Tin Shield A [5N59])
19x SA-10a Grumble [5P85T] TEL
26x SA-2f Guideline Mod 1/2 Single Rail
22x SA-3b Goa Quad Rail
28x SA-7a Grail [9K32 Strela-2] MANPADS
14x Su-27S Flanker B
2x Tu-142MK Bear F Mod 3
5x Vehicle (Clam Shell [5N66])
5x Vehicle (Fan Song F [RSNA-75M])
5x Vehicle (Flap Lid A [5N63])
6x Vehicle (Flat Face B [P-19])
6x Vehicle (Low Blow [SNR-125])
5x Vehicle (Spoon Rest C [P-12])


EXPENDITURES:
------------------
12x 30mm Gsh-30-1 Burst [30 rnds]
18x AA-10 Alamo A [R-27P, MR ARM]
44x AA-10 Alamo A [R-27R, MR SARH]
21x AA-10 Alamo C [R-27RE, LR SARH]
25x AA-11 Archer [R-73]
4x AA-8 Aphid [R-60TM]
6x AA-9 Amos [R-33S, SARH]
65x Generic Chaff Salvo [4x Cartridges]
16x Generic Chaff Salvo [5x Cartridges]
1x Generic Chaff Salvo [8x Cartridges]
2x Generic Flare Salvo [4x Cartridges, Single Spectral]
152x SA-10a Grumble [5V55KD]
30x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
80x SA-3b Goa [5V27, V-601P]
58x SA-5c Gammon [5V28M5]

< Message edited by Primarchx -- 5/24/2015 4:53:38 AM >

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RE: Russian Civil War; May, 2004 - 5/24/2015 6:44:02 PM   
AlexGGGG

 

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Revision 1, Phase I seems to have much less HARMs "in stock" now?

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RE: Russian Civil War; May, 2004 - 5/25/2015 7:45:13 PM   
Boltzmann

 

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Enjoying phase I scenario but had a crash. See attachment for files.

Attachment (1)

< Message edited by Boltzmann -- 5/25/2015 8:46:10 PM >

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Post #: 46
RE: Russian Civil War; May, 2004 - 5/25/2015 8:57:13 PM   
mikmykWS

 

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quote:

ORIGINAL: Boltzmann

Enjoying phase I scenario but had a crash. See attachment for files.


I've added this to our list of things to look at. We're you doing something at the time or just popped up?

Thanks!

Mike

_____________________________


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Post #: 47
RE: Russian Civil War; May, 2004 - 5/25/2015 9:06:05 PM   
Boltzmann

 

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Russia just turned hostil via some triggered event.

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Post #: 48
RE: Russian Civil War; May, 2004 - 5/27/2015 4:19:57 AM   
Gunner98

 

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OK finished the latest build:

Triumph, 648, in 22 hrs. Lost one Hornet.

As Primarchx mentioned earlier those JSOWs work wonders, except on things in revetments, there they do very little. Good lesson. All SAMS & Radars destroyed, and if it flew it wasn’t for long.

Gained air superiority by drawing the Red CAP out to its max range and swarming them with AMRAAMs, took about 5-6 hrs. When the bombers were ready the first strike went in with a flock of TLADs with Harms to swat the radars as they lit up. Followed closely by a swarm of TLAMS on the first band. Had Jammers up and kept two 4 ships of Hornets dancing around the SAMS and keeping the airbases covered. Then launched 5 more TLAM swarms at about 5 min intervals to nail the deeper targets, leaving Olenegorsk and the Sub base to the east for the second strike. After this most radars were down and all SAM sites had taken at least one and more likely 2-4 TLAMS. Then came in with the JSOW and Mk82 loaded Hornets to clean them up - got the last bit with guns just for fun. For the remaining targets (Olenegorsk and the Sub base) there were only about 30 TLAMS left so had to rely more on bombers but it was a sweep up by that time.

The first 18 hrs or so were good fun. After that it was a targeting exercise with very little left to challenge the player.

Comments:
-Trigger issues mentioned earlier
-May wish to consider shortening the game to 24 or 36 hrs
-Should probably have Prosecution zones set up for fighters
-At endgame I checked and there were Migs at Taybola out of Ammo and in reserve. Also Migs at Kilpyarv not assigned to a mission
-The ASuW patrol did not trigger (and there are a few Su-27s not assigned)
-You may wish to complicate the USN players life by sprinkling in a few mobile jammers and a few Mobile SAMs & Radars
-Did not see any points for sinking the container ship
-Did not see any points for the Trigger Happy chaps.


Really like the scenario and the set up. Well done.

B

SIDE: USN
===========================================================

LOSSES:
-------------------------------
1x F/A-18E Super Hornet


EXPENDITURES:
------------------
60x AN/SSQ-53D DIFAR
28x AIM-54C Phoenix
36x Generic Chaff Salvo [8x Cartridges]
1x RIM-156A SM-2MR Blk IV
11x AIM-7P Sparrow III
315x AIM-120C AMRAAM P3I.1
225x Generic Chaff Salvo [5x Cartridges]
17x Generic Flare Salvo [3x Cartridges, Dual Spectral]
26x AN/ALE-50
19x Generic Flare Salvo [3x Cartridges, Single Spectral]
4x UGM-109C Tomahawk Blk III TLAM
200x RGM-109C Tomahawk Blk III TLAM
24x ADM-141C ITALD [Active RF]
19x AIM-9M Sidewinder
40x AGM-88C HARM
16x Mk83 1000lb LDGP
85x 20mm/85 M61A1 Vulcan Burst [100 rnds]
6x AGM-84G Harpoon ICR
46x AGM-154A JSOW [145 x BLU-97/B Dual Purpose]
64x Mk82 500lb LDGP
23x 20mm/85 M61A2 Vulcan Burst [100 rnds]



SIDE: Red Russian
===========================================================

LOSSES:
-------------------------------
6x Tu-142MK Bear F Mod 3
36x Su-27S Flanker B
27x MiG-29 Fulcrum A
12x MiG-31B Foxhound
6x Vehicle (Clam Shell [5N66])
1x Radar (P-70)
64x SA-3b Goa Quad Rail
16x Radar (Spoon Rest C [P-12])
108x SA-7a Grail [9K32 Strela-2] MANPADS
16x Radar (Thin Skin A HF [PRV-9])
120x SA-2f Guideline Mod 1/2 Single Rail
6x Vehicle (Flap Lid A [5N63])
36x SA-10a Grumble [5P85T] TEL
16x Vehicle (Flat Face B [P-19])
20x Vehicle (Fan Song F [RSNA-75M])
16x Vehicle (Low Blow [SNR-125])
20x Vehicle (Spoon Rest C [P-12])
3x Radar (Back Net [P-80])
1x Radar (Tall King A [P-14])
1x Radar (Tin Shield A [5N59])
24x 23mm ZU-23-2
54x SA-5c Gammon Single Rail
4x Building (Odd Pair HF [PRV-13])
4x Radar (Bar Lock A [P-37])
9x Building (Square Pair [5N62])
16x MiG-29 Fulcrum C
3x Radar (Thin Skin B HF [PRV-16])
3x A-50 Mainstay A
15x Su-27S Flanker B
3x RK Osa II [Pr.205U]
2x Radar (Flat Face B [P-19])
4x Building (Tall King C [P-14])
1x Commercial Dry-Bulk Carrier - Handymax Size [45,000t DWT]


EXPENDITURES:
------------------
10x Generic Chaff Salvo [8x Cartridges]
158x Generic Chaff Salvo [4x Cartridges]
19x AA-10 Alamo A [R-27P, MR ARM]
117x AA-10 Alamo A [R-27R, MR SARH]
162x SA-5c Gammon [5V28M5]
2x AA-10 Alamo C [R-27RE, LR SARH]
27x AA-11 Archer [R-73]
105x Generic Chaff Salvo [5x Cartridges]
266x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
266x SA-10a Grumble [5V55KD]
338x SA-3b Goa [5V27, V-601P]
26x AA-9 Amos [R-33S, SARH]
19x SA-7a Grail [9M32]
4x Generic Flare Salvo [3x Cartridges, Single Spectral]
312x 23mm ZU-23-2 Burst [20 rnds]
9x Generic Flare Salvo [4x Cartridges, Single Spectral]
2x AK-230 30mm/65 Twin Burst [50 rnds]



SIDE: Finland
===========================================================

LOSSES:
-------------------------------


EXPENDITURES:
------------------



SIDE: Trigger Happy RR
===========================================================

LOSSES:
-------------------------------
2x MiG-31B Foxhound


EXPENDITURES:
------------------
6x AA-9 Amos [R-33S, SARH]


(in reply to Boltzmann)
Post #: 49
RE: Russian Civil War; May, 2004 - 5/27/2015 5:06:29 AM   
jmarso

 

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Thanks Gunner: I'll visit those issues you mentioned eventually here. I'm working on another batch of scenarios at the moment.

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Post #: 50
RE: Russian Civil War; May, 2004 - 5/27/2015 7:04:33 AM   
Agiel

 

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Since the campaign phases in the game take place over the course of several days, maybe consider putting all the aircraft on sustained ops rather than surge.

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Post #: 51
RE: Russian Civil War; May, 2004 - 5/27/2015 6:44:16 PM   
Gunner98

 

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Playing Phase 2. Had a crash (I think my puter is tired ) so am taking a break.

Good scenario for exercising the whole spectrum of carrier ops. So far: OCA, DCA, SEAD, Mar Patrol, Mar Strike, Land strike, and I'm sure there is more. The timing of things allows the player to properly plan and resource the missions which is good. The triggers and point counters all seem to be working. Some points so far:

-The TARPs mission has a short timeline and there are no TARPs ready F-14s at start. Had to fix in editor or the timing would have been missed.
-For the 'Covered Dry dock' instead of using 'Building - large' you could use 'Structure - sub pens'. Not only is it appropriate and will cause the player to drop 3-4 x 2000Lb penetrators on it - the photo is cool
-The SAG has no ASW up, unlikely in this context I think. You probably kept it down to avoid detection but you can mitigate this a couple ways:
---Set patrol alt at min, set patrol emcon to passive
---Set the patrol to activate on detecting a USN unit or when a USN unit detects you
-The SAG also needs some sort of targeting ability I think perhaps more lurking Tu-142s..
-The SEAL team task could be a little slicker
---Should probably have MH-60's, probably on the Oiler. They were just coming into service at this time but possible they would be available. Alternates; legacy MH-53, or even USAF Pave Hawk. With these you can actually load the SEALs (although that is just window dressing, you still need to do the teleport)
---SOF ops take quite a bit of preparation, and it is a pretty quick turnaround in the scenario. May want to work it up a bit: Another TARPs mission perhaps, loading the SEALs etc
---Both SEAL teams teleported when the first Helo hovered, the two should be separate I think.

Haven't got further than that. Enjoying this.

B

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Post #: 52
RE: Russian Civil War; May, 2004 - 5/28/2015 12:54:06 AM   
Vulcan101

 

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I played through Phase 1 with no real issues. I would suggest that the number of double digit SAMS were increased - a few SA11 in place of some of the SAM 2 & 3 would make things a bit livelier. I went through RED FORCES fighters like a dose of salts and had them all killed after about 16 hours then spent time killing all the remaining SAMS and Radars. Given the bad guys were out of targets to kill I was pretty much left to kill time randomly bombing air fields.

Maybe limit Phase 1 to no more than 36 hours or add more blockade runners or hostile ships. I killed the OSA's with HARMs just to avoid them sortieing against me at an awkward moment.

Started Phase 2, I had an instruction to launch a SEAL raid but can't find any Seals aboard the Ronald Reagan.

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Post #: 53
RE: Russian Civil War; May, 2004 - 5/28/2015 3:42:21 AM   
Gunner98

 

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OK

Finished Phase 2, no losses. Major Victory with 435pts

Good scenario, not overly challenging but a really good work out of a CAW, and I even got a bit of surface action going. Very good for new players to learn skills and capabilities, and it fits the storyline.

Was in the middle of the Hurc transfer, wasn't sure where that was going but looked interesting. Anticipated needing to smoke the Ammo bunkers so had the SAMS eliminated, jamming the world and 6x BLU 109 loaded Hornets waiting for the execute. Took out the tanks and some of the infantry with Mk82s for sport while waiting

Only two points additional to the ones above:

- I think the VP event for sinking a RR ship should be repeatable. Only happened once. Not sure if you want to include the OSA's in the VPs though
- Was in a bit of a dilemma on what to do with the blockage runners, ended up sinking them (or almost in one case, its only a matter of time) because of the Side brief and that we sank a merchant in Ph 1. however, the message states something about receiving more orders later, and they came up 'Unfriendly' so I hesitated - for a min or two anyway

On to Phase 3 then I have to get back to building my own!

Enjoying this mini-campaign

B

< Message edited by Gunner98 -- 5/28/2015 4:48:47 AM >

(in reply to Vulcan101)
Post #: 54
RE: Russian Civil War; May, 2004 - 5/28/2015 5:24:53 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: Boltzmann
Enjoying phase I scenario but had a crash. See attachment for files.

Fixed in Build 710. PLEASE submit crashes on separate threads on the tech support forum!

_____________________________


(in reply to Boltzmann)
Post #: 55
RE: Russian Civil War; May, 2004 - 5/29/2015 2:16:23 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Finished Phase 3, another good scenario. The three together would almost make a great advanced tutorial for Carrier operations.

Once I got the targeting orders I launched some TLAMs and all my Cobras to clean up some identifiable targets. So in the end by the time the Raid happened there was nothing left on the ground to attack but the reaction in the air was almost overwhelming. In the end, the biggest PITA were same marauding Fulcrums which managed to snap 2 SH-60's I had doing radar over-watch- gurr they died but too late. Another pair popped up almost underneath an F-14 and buried a missile into it! They go away the buggers...

Followed a couple of the mobile columns south and found a bunch of stationary infantry which I did some bombing practice on. Got the Triumph message before evacuating the raid so ended it there. All the events and counters seemed to work except the Marine Teleport but I think I screwed that up (see below).

Triumph - 326 pts, lost 2xSH-60 and 1 F-14

Points:
-Should have speed set for the TFs at start
-may wish to comment about the inactive missions in the brief, was a bit confusing having them set up
-there were a couple typos in the brief and messages. Can't remember exactly but something in the JSTARs para and something in the Strike targeting Para 2
-CHOPed is not a doctrinal term and would not be used in these type of messages. Better to use something like: Detached to Under Command...'
-Timing with the CH-46's. One is needed to extract the SEAL team at 1100Z, they are all needed to insert the raid at 1400Z, with a ready time of 2 hrs, that only leaves an hour for two transits, I was about 25 min slow on that last Marine insertion.
-Had a problem with the teleports with the Marines - it did not work with the first group of 5 but the late one did work. I suspect that the reason is the Helo's were in a formation and the Event editor did not recognize them. Not sure if this is a game issue but will mention it in the Tech forum. A note in the tasking telling the player to fly them individually would fix this I think.
-As mentioned, I had previously killed all the RR ground units so there was no ground reaction. Some teleports would help spice things up a bit here
-Got a message from the Force Recon about tanks in the DZ, but they were already dead. Not sure how to resolve this except perhaps another teleport.
-The air reaction to the raid was really good, was down to guns trying to stop it! One thing I noticed however was that the Migs were not really fighting back. Did not check if there was a prosecution zone set up but perhaps if there was a corridor from the launch base to the Raid area about 40NM wide, it would make it more interesting
-Some hand held SAMs and perhaps a few non radar capable guns down in the south to protect the RR infantry would make the bombing practice more interesting.
-In the success message, the wording in the first paragraph confused me a bit. Got the impression that I was to cease fire immediately. The second para sorted that out but it could be clarified a bit.

Another really good scenario - thanks.

B

(in reply to Dimitris)
Post #: 56
RE: Russian Civil War; May, 2004 - 6/1/2015 12:00:36 AM   
jmarso

 

Posts: 73
Joined: 4/29/2015
Status: offline
Getting very close to what I hope is a 'final release' for Phase I. Look for Revision 2 fairly soon, and then I will revisit the latest issues pointed out with Phases II and III.

(in reply to Gunner98)
Post #: 57
RE: Russian Civil War; May, 2004 - 6/1/2015 12:04:43 AM   
jmarso

 

Posts: 73
Joined: 4/29/2015
Status: offline

quote:

ORIGINAL: Gunner98

Finished Phase 3, another good scenario. The three together would almost make a great advanced tutorial for Carrier operations.

Once I got the targeting orders I launched some TLAMs and all my Cobras to clean up some identifiable targets. So in the end by the time the Raid happened there was nothing left on the ground to attack but the reaction in the air was almost overwhelming.


That is a bit deliberate. The Marines specialize in pre-empting their opponents and the use of maneuver warfare- I wanted to reward the player for being pro-active about destroying ground units before the raid actually takes place. Try it without knocking out any ground units beforehand and watch what happens. :)

quote:

Points:
-Should have speed set for the TFs at start
-may wish to comment about the inactive missions in the brief, was a bit confusing having them set up
-there were a couple typos in the brief and messages. Can't remember exactly but something in the JSTARs para and something in the Strike targeting Para 2
-CHOPed is not a doctrinal term and would not be used in these type of messages. Better to use something like: Detached to Under Command...'
-Timing with the CH-46's. One is needed to extract the SEAL team at 1100Z, they are all needed to insert the raid at 1400Z, with a ready time of 2 hrs, that only leaves an hour for two transits, I was about 25 min slow on that last Marine insertion.
-Had a problem with the teleports with the Marines - it did not work with the first group of 5 but the late one did work. I suspect that the reason is the Helo's were in a formation and the Event editor did not recognize them. Not sure if this is a game issue but will mention it in the Tech forum. A note in the tasking telling the player to fly them individually would fix this I think.
-As mentioned, I had previously killed all the RR ground units so there was no ground reaction. Some teleports would help spice things up a bit here
-Got a message from the Force Recon about tanks in the DZ, but they were already dead. Not sure how to resolve this except perhaps another teleport.
-The air reaction to the raid was really good, was down to guns trying to stop it! One thing I noticed however was that the Migs were not really fighting back. Did not check if there was a prosecution zone set up but perhaps if there was a corridor from the launch base to the Raid area about 40NM wide, it would make it more interesting
-Some hand held SAMs and perhaps a few non radar capable guns down in the south to protect the RR infantry would make the bombing practice more interesting.
-In the success message, the wording in the first paragraph confused me a bit. Got the impression that I was to cease fire immediately. The second para sorted that out but it could be clarified a bit.


I'll take a look at these things when I start on Rev 2 of Phase II this week. Thanks for all the feedback- it definitely helps to refine/improve/debug the scenarios.

(in reply to Gunner98)
Post #: 58
RE: Russian Civil War; May, 2004 - 6/1/2015 12:17:00 AM   
jmarso

 

Posts: 73
Joined: 4/29/2015
Status: offline
quote:

ORIGINAL: Sunburn


Fixed in Build 710. PLEASE submit crashes on separate threads on the tech support forum!



Where is this Build 710 you speak of? The latest I've been able to find is 678.3.

< Message edited by jmarso -- 6/1/2015 1:17:23 AM >

(in reply to Dimitris)
Post #: 59
RE: Russian Civil War; May, 2004 - 6/1/2015 12:48:49 AM   
AndrewJ

 

Posts: 2318
Joined: 1/5/2014
Status: offline

quote:

ORIGINAL: jmarso
Where is this Build 710 you speak of? The latest I've been able to find is 678.3.


That's a beta build the developers are working on. Improvements they make in those internal development builds are later rolled out as public releases.

(in reply to jmarso)
Post #: 60
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