Four Ships near Demon Point, 1988 - new beta for testing (Full Version)

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Mgellis -> Four Ships near Demon Point, 1988 - new beta for testing (2/7/2018 2:12:30 AM)

Friends,

My newest scenario beta...a little one...two American ships near the South Sandwich Islands stalking Soviet vessels when World War III breaks out. A very lonely patrol, far from the main action...

Please let me know what you think. As always, any suggestions, observations, etc. are welcome. What can I do to make this a more interesting, more challenging, and more realistic scenario? Thanks!

[version 2 uploaded 3:15 PM EST 2/7/18]




msc -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/7/2018 1:55:42 PM)

I love these "small" scenarios, where you can concentrate on leading a few units. So, this is perfect for me.

Neutral side is selectable at scenario start, it should be "computer only".
I think the triggers "random time 2" and "3" are to late. Every time I played the scenario the battle has been fought before these messages were sent. Perhaps "duration" can also be set to a shorter time? With the helicopter you can get the situation quickly and take your units into position. Maybe some more neutral traffic, so that it is more work to recognise the whole situation?

Many thanks for this scenario, it should be part of the next community package.




Mgellis -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/7/2018 7:13:01 PM)

Version 2 uploaded. Thanks for the feedback, msc.




ojms -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/8/2018 9:09:39 AM)

Nature is still showing as a playable side.

Thanks!




mikkey -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/8/2018 7:31:37 PM)

Nice small scenario, thanks Mark. I noticed that there are two "Neutrals" sides, one with 3 ships and second with one ship.




Mgellis -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/9/2018 4:13:25 AM)


Got it. Thanks!

quote:

ORIGINAL: ojms

Nature is still showing as a playable side.

Thanks!





Mgellis -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/9/2018 4:13:41 AM)


That's deliberate. ;)

quote:

ORIGINAL: mikkey

Nice small scenario, thanks Mark. I noticed that there are two "Neutrals" sides, one with 3 ships and second with one ship.





AlexGGGG -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/13/2018 4:35:46 PM)

Aaaaargh goddamn spies :)

Well I got me killed but not spotted any bugs aside of Nature being playable.




Mgellis -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/19/2018 10:56:45 PM)

Any other suggestions for this one, or is it ready for the Community Scenario Pack?

Thanks!




AlGrant -> RE: Four Ships near Demon Point, 1988 - new beta for testing (2/20/2018 1:08:45 PM)


Just played this through. As mentioned in an earlier post, the Nature side is still playable

I saw the 2 sides called 'Neutrals' - Didn't notice any problems but did wonder if there was the potential for something to go wrong with any Special Actions that trigger on Side = Neutrals .... But didn't notice any (however I didn't kill any neutral shipping!) - Would it have an impact in a larger scenario with more units?

Using one of the helo's to scout out the area with its radar switched on made finding the 2 Soviet warships quite straightforward.
When they were detected they were in a position where I could quite quickly bring both of my ships into Harpoon range and launched from different directions. Both Soviets were taken out in a single attack.

Finding the submarine was a different matter! Following the Message about a sub in the area I had already changed the helo load-outs to ASW - 1 with torps and 1 with the Nuc option.

Rather than sailing around aimlessly I decided to use Demon Point as a centre point and sail around it at 5tks with Dahlgren approx 20nm out and Valdez another 30nm out from that ... .giving here passive towed array some clear water.

That didn't turn up much, so I had the helo's working one at a time approx 40nm ahead of the ships, dropping random DICASS.
One of the helo's was Bingo fuel & RTB with 2 remaining sonobouys - so they were just dropped on the way home.
Purely by luck one dropped about 3nm from a Goblin, so dropped the last one and launched the remaining helo (torpedo).

The Goblin contact was travelling at 5kts and -131ft depth .... pretty much a CMANO default for a sub at shallow! So marked Hostile, engaged and sunk.
(Giving some Transit & Station speed/depth values can make it more difficult to differentiate a Goblin sub from a whale)
Getting the sub was totally down to luck and could have taken far longer.


End Result:
Score = 260 (Triumph)
05/02/1988 06:07: Score changed from 0 to 100. Reason: Event Action: '100 points' has been fired (part of Event: 'Soviet ship destroyed')
05/02/1988 06:07: Score changed from 100 to 120. Reason: Event Action: '20 points' has been fired (part of Event: 'Soviet aircraft destroyed')
05/02/1988 06:07: Score changed from 120 to 220. Reason: Event Action: '100 points' has been fired (part of Event: 'Soviet ship destroyed')
05/02/1988 07:31: Score changed from 220 to 240. Reason: Event Action: '20 points' has been fired (part of Event: 'Soviet aircraft destroyed')
06/02/1988 03:52: Score changed from 240 to 260. Reason: Event Action: '20 points' has been fired (part of Event: 'Soviet submarine destroyed')

Notes/Comments:
Running in the Editor from the Soviet side.

** The Soviet Helo's operate at 1000ft (Low Alt), giving their radar about a 53nm range. They are probably down there due to allow a visual ID below the low cloud. Pushing them up above the cloud to 12,000ft (Med Alt) increases their radar range out to 148nm giving earlier detection. However it does limit visual ID of the commercial shipping.

** I was detected and ID'd at 'Hostile' at 18nm by the Sierra after about 3hrs game time - but not having any ASuW stand-off weapons she couldn't attack. And although well within weapons range, the Soviet SAG failed to engage at a range of 38nm due to the limits imposed by the prosecution area - a larger prosecution area or just relying on the Contacts outside the patrol are and Within weapon range would allow them to engage early - making things a bit harder for the US player. As a quick test, I removed the prosecution area for the Soviet SAG and tried to follow the same plan I used in my first play - And lost the Dahlgren to Sunburns!

I then got silly and added an Echo II (with Sunburn) at about 200nm East of Demon Point. I died rather quickly!
[:D]

A nice little scenario. Only having a few units to control does make it easier for newer players, but still has the potential to take a hit

I think the only thing I would really change is the prosecution limit for the Soviet SAG.


Al




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