RE: Scenario for play test: The Curacao Crisis 11/17/20 (Full Version)

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Gunner98 -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 2:27:14 PM)

OK I'll wrap this up now. Enjoyed it. Couple final points.

-Those bloody MANPADs are a real PITA. One Osprey down, another damaged as well as an earlier MH-60 damaged.... Bugger

-There is 10 times the amount of lift you need for the troops sitting at Savaneta: 4x LCU for 98 troops. Now had I tried to be fancy I could have moved the LCUs to the ARG to help out there and flown the Cougars to Savaneta after they dropped off their troops. That probably would have worked out except I didn't think of it in time. Perhaps a note or maybe an airlift into Aruba with more troops - but you don't really need them.

-Never did find the SSK but did notice after the game that it has a huge PZ, it would have actually stumbled into the Dolfijn in a few hours but that was just by luck. You may want to limit and focus its PZ a bit.

-It would have been very useful and I think realistic to have a FARP on Bonaire. Perhaps not at first but as a Special Action later in the game. Also having the F-35s change to QTR in prep for the landing would be realistic as well. You could work in C-130 runs into Bonaire for ammo etc but that would enter the realm of scenario creep... (I'm guilty as hell of that...). Using an existing airport would allow the MQ-9s to rebase there as well.

-The Single Unit Ports are considered hostile, but they're invincible and you probably don't want the player destroying the infrastructure anyway. You may want to put them on an unfriendly side.

-The same goes for Hato airport. I suspect that you would want the player to capture it instead of destroying it completely, as it is now any ground unit in range will start shooting the heck out of the hangars etc. Perhaps have it change sides when a player unit gets close.

Great fun. Thanks

[image]local://upfiles/16451/FFA91164D3E74015982C94B1F59A27BE.jpg[/image]




Gunner98 -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 2:35:13 PM)

Oh, here are my loses:

SIDE: Org of American States
===========================================================

LOSSES:
-------------------------------
1x MV-22B Osprey
1x 7.62mm MG [Cargo]
1x Forward Observer + Sensor Tripod (NVG + Generic Laser Designator) [Cargo]
3x Infantry Section [7.62mm MG/Unguided Infantry Anti Tank Weapon] [Cargo]
1x Sniper Section [12.7mm Anti-Materiel Rifle] [Cargo]
1x LCS 1 Freedom
1x WMEC 615 Reliance

Add in 2x F-16s, an AH-1 and an MH-60 damaged. The Osprey loaded with troops was the big hit. Got the Helos off the LCS before she ate a torp.

Points were 3110 and the second wave and the boats from the ARG was inbound so that would have climbed to Triumph pretty quick I think.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 3:14:28 PM)

quote:

OK I'll wrap this up now. Enjoyed it. Couple final points.

-Those bloody MANPADs are a real PITA. One Osprey down, another damaged as well as an earlier MH-60 damaged.... Bugger

-There is 10 times the amount of lift you need for the troops sitting at Savaneta: 4x LCU for 98 troops. Now had I tried to be fancy I could have moved the LCUs to the ARG to help out there and flown the Cougars to Savaneta after they dropped off their troops. That probably would have worked out except I didn't think of it in time. Perhaps a note or maybe an airlift into Aruba with more troops - but you don't really need them.

-Never did find the SSK but did notice after the game that it has a huge PZ, it would have actually stumbled into the Dolfijn in a few hours but that was just by luck. You may want to limit and focus its PZ a bit.

-It would have been very useful and I think realistic to have a FARP on Bonaire. Perhaps not at first but as a Special Action later in the game. Also having the F-35s change to QTR in prep for the landing would be realistic as well. You could work in C-130 runs into Bonaire for ammo etc but that would enter the realm of scenario creep... (I'm guilty as hell of that...). Using an existing airport would allow the MQ-9s to rebase there as well.

-The Single Unit Ports are considered hostile, but they're invincible and you probably don't want the player destroying the infrastructure anyway. You may want to put them on an unfriendly side.

-The same goes for Hato airport. I suspect that you would want the player to capture it instead of destroying it completely, as it is now any ground unit in range will start shooting the heck out of the hangars etc. Perhaps have it change sides when a player unit gets close.

Great fun. Thanks


Gunner, I had typed a point for point description of what I was going to do and when i hit send the internet crashed! Bottom line is some of this is beyond my skills, and some I will adjust/one way or another. going to move the Dutch sub closer to the action in both versions and loose some LCUs.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 6:43:54 PM)


quote:

ORIGINAL: Gunner98

Not sure how much Lua you’ve done and remember I’m an old dog as well – happy birthday btw.

You should have a text editor, I use Notepad++. Its free and makes things a bit easier. I keep a separate file with all the lua script for each of my scenarios. At least I lose them in an organized sort of way…

This site really helps: Lua Docs

First thing you need to do is identify the unit: Select the unit, right click/scenario editor/copy unit ID to clipboard. (you can do the same with Ctl+C)

Paste this value into your text editor, you have the name and the GUID. You only need one of them so use the GUID as it is guaranteed to be unique.

{name='HMS Northumberland (F238)', guid='XMJRWB-0HM45FODO2HGL'}

Next make your script

Local u = ScenEdit_GetUnit({guid='XMJRWB-0HM45FODO2HGL'})


So this identifies the unit you want to modify, the local bit is to make sure this function doesn’t linger in the memory of the game file (I think…)

Local fuel = u.fuel

This makes a value for the fuel you’re going to modify. Each fuel type has a code and unhelpfully I cannot find the table anymore but it is in one of the threads in Lua Legion:

So we know that HMS Northumberland uses Diesel so that is 3001, and her max is 800 tons so lets cut that in half (need to experiment to get the values right:

Fuel[3001].current = 400000

Then we apply the fuel to the unit:

u.fuel = fuel

Open up your Lua Console in game add the script and hit run

local u = ScenEdit_GetUnit({guid='XMJRWB-0HM45FODO2HGL'})
local fuel = u.fuel
fuel[3001].current = 400000
u.fuel = fuel

Change up the GUID, fuel type and level as you need to get all your ships.

B


[image]local://upfiles/16451/40B6711407AB4625A97A6A1367D2712E.jpg[/image]


Thanks Gunner this worked great. Have the U.S.-UK intervention scenario done. Now the Replenishment Group has something to do! Took the QE CSG down 34% and Iwo Jima ARG down 20%




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 8:19:59 PM)

11-29-2020 Update Below...

If something hasn't broken with recent changes these should be close to completed!

1. Hato airport changes sides to the OAS if an OAS unit (land Facility actually) enters the grounds. I suggest you drop some paratroopers on it.
2. The OAS submarines have been moved closer to the action.
3. The surface ships now have fuel reductions making underway replenishment/refueling desirable
4. The LCUs on Aruba have been reduced to two (2)
5. The QE CSG and Tideforce Unrep Group have been moved to the Mona Passage near Puerto Rico.
6. Loadouts for the F-16CJ Blk 52s are in the San Juan Intl and McCalla (GITMO) magazines
7. Single unit ports on Curacao are now actually piers or ports (targetable), but have been left as single unit ports elsewhere to preserve scenario performance.

Thanks to AndrewJ, Blast33, tylerblakebrandon, Selchu, Magi, schweggy, and Gunner98 for their play tests and suggestions. While I didn't take all of them, there were some great suggestions that made these better scenarios (and in fact one scenario is based on a suggestion).




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 11:24:44 PM)

Happy to help. I do enjoy a good carrier scenario and this combines several areas that I thoroughly enjoyed. I actually also just got a new 27 inch monitor so I intend to rerun the scenario with the changes in the coming days and see what it looks like on 'the big screen'.

Thanks for an awesome scenario.




schweggy -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/27/2020 11:51:43 PM)

Awesome. This is a really "fun" scenario. Many options. Slow to build up, then... BANG!

Glad I could help...




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/28/2020 1:59:52 PM)

I'm, going to give it until Wednesday to see if there are any more comments and if not I'll post it. thanks for the help!




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/28/2020 11:04:04 PM)


quote:

ORIGINAL: BeirutDude

I'm, going to give it until Wednesday to see if there are any more comments and if not I'll post it. thanks for the help!


BeirutDude, if you want to give it until next Friday I can run through it again this week. Sorry man but my shifts mean I'm working till wed so it'll be late evenings and Thurs to play for me.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/29/2020 10:56:25 AM)


quote:

ORIGINAL: Selchu


quote:

ORIGINAL: BeirutDude

I'm, going to give it until Wednesday to see if there are any more comments and if not I'll post it. thanks for the help!


BeirutDude, if you want to give it until next Friday I can run through it again this week. Sorry man but my shifts mean I'm working till wed so it'll be late evenings and Thurs to play for me.


Of course! Thanks for looking it over again. Take your time and I'll post after your review (and possible adjustments).

Al




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/29/2020 4:03:11 PM)

12-9-2020 Update...

Simple update (I hope), but I'm hoping it doesn't slow down performance in either scenario. The idea behind the Russians in this scenario is for them to be intelligence "TattleTales" but not to spontaneously engage the OAS/become belligerents. Problem is with a "Friendly" Russia-Venezuela posture, the Russians seem to be jumping in whenever the Venezuelans and OAS go at it. So to stop that and still allow the Russians to share intel with Venezuela (be "Friendly" rather than "Neutral") I have set a Lua script that checks, every second of regular time, to reset the OAS-Russian and Russian-OAS postures to "Unfriendly." So hopefully, if a "Hostile" trigger occurs between the two it will reset to "Unfriendly" before anything can happen. Also the Russian Doctrine has been set to "Hold".

BTW, if you sink Russians, it may feel good, but cost the OAS Victory Points!

So if this bogs you play down please say so, but being a simple check I think not.




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/29/2020 9:42:58 PM)

Ok So loaded up and started.
The Replenishment group has full fuel.......Perhaps drop it slightly if they said from the US and When i try and UPREP the QE group I'm getting a message saying that the QE itself can't schedule a resupply.


Just to say it's my first time trying an UNREP.




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/29/2020 9:46:32 PM)

Just a quick one. It's all gone wrong [X(]

The QE and one of the tankers are now out of fuel. Gonna try that again.


When I'm trying to do it manually, QE to the replen ships it keep saying that both are smaller than the receiver and cannot do it................




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 10:53:06 AM)

quote:

The QE and one of the tankers are now out of fuel. Gonna try that again.


When I'm trying to do it manually, QE to the replen ships it keep saying that both are smaller than the receiver and cannot do it................


Thanks. I may just fuel them all back up and loose the tankers all together.

I'm going to do a Sandbox scenario to see if I can figure out what is going on here. Two things come to mind, 1. the fuel types between the oilers and QE aren't compatible. or, 2, something is wrong that the QE just won't drink from the tankers. Either way It is likely something for the Dev's but we'll see.

There was a tanker issue like this a while ago I wonder if it creeped back in?

OK just tested, three vessels replenish off the QE Northumberland, Dragon and the Netherlands ship. That is why QE is draining her fuel! The other ships are detaching and headed to the replenishment group to refuel. This is that old problem crept back in. So will pass to the Devs.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 3:04:27 PM)

Yeah, IMHO, the CMANO refueling bug is back! Left a detailed post in tech Support but in my sandbox all the escorts ignored the oilers and went for the QE draining her...

[image]local://upfiles/44561/AC034DCB554748C5847BC585C4203DFE.jpg[/image]




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 3:15:00 PM)

Saw your post in Tech issues and you nailed it exactly on the head. That's what happened last night. I will manually refuel the escorts later and keep QE as she is. She should have enough fuel for what I have planned anyway.
Thanks man




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 3:42:08 PM)

quote:

ORIGINAL: Selchu

Saw your post in Tech issues and you nailed it exactly on the head. That's what happened last night. I will manually refuel the escorts later and keep QE as she is. She should have enough fuel for what I have planned anyway.
Thanks man



When I have a chance I will remove the Oilers and bring everyone back up to full fuel. well maybe I'll leave the oilers for future possibilities but will bring everyone fuel back up.




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 4:17:17 PM)

Actually I was going to suggest leave them down. Maybe not half but what's a reasonable amount to have burned in sailing from home port? Adds to the realism?




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 4:39:08 PM)

quote:

ORIGINAL: Selchu

Actually I was going to suggest leave them down. Maybe not half but what's a reasonable amount to have burned in sailing from home port? Adds to the realism?

12-9-2020 Update/Correction below...

So the fuel can always be adjusted back down later when we know what is going on. For now I want to concentrate on functionality. This brings all the ships back up to full tanks.




Selchu -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (11/30/2020 11:45:45 PM)

Dude I swear I'm not out to cause you headaches. I'm running mine as it was with reduced fuel (primarily cause I'm lazy and can't be arsed resetting my missions). I tried an experiment to refuel the escorts only and HMS Kent and The Sullivans stick with the replenishment ships apparently waiting for items to be transferred across (17 for Kent and 69 for the Sullivans). Also the ships only refuel off Tideforce and not Victoria. So Tideforce ran out of fuel quickly. Good news though she can refuel off Victoria. Every cloud and all that. Thought you might like to know. I'm gonna send the fleet in anyway.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/1/2020 8:32:07 PM)


quote:

ORIGINAL: Selchu

Dude I swear I'm not out to cause you headaches. I'm running mine as it was with reduced fuel (primarily cause I'm lazy and can't be arsed resetting my missions). I tried an experiment to refuel the escorts only and HMS Kent and The Sullivans stick with the replenishment ships apparently waiting for items to be transferred across (17 for Kent and 69 for the Sullivans). Also the ships only refuel off Tideforce and not Victoria. So Tideforce ran out of fuel quickly. Good news though she can refuel off Victoria. Every cloud and all that. Thought you might like to know. I'm gonna send the fleet in anyway.



It's beyond us...

quote:

Logged for investigation.

0014277




Lionheart -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/8/2020 11:49:28 PM)

I ran through this scenario to the end from the UK/FR/NL side and ended up sweeping aside the Venezuelan forces quite dismissively with a Triumph (25754 points), probably my highest ever score! I only lost 1 x F16BM and 3 x Rafales - all to SAMs and I don't think there was any point deduction for the Rafale losses.


At the start of the scenario there was already this list of expenditures:-

SIDE: Org of American States

LOSSES:
-------------------------------
9x 120mm Mortar [Cargo]
10x 155mm/39 M777 Towed Howitzer [Cargo]
135x 7.62mm MG [Cargo]
126x 81mm Mortar [Cargo]
24x AAV-P7/A1 [Cargo]
36x AGM-114R Hellfire II [Cargo]
12x Avenger SAM [Cargo]
120x BGM-71A TOW Section [Cargo]
81x FGM-148 Javelin [Cargo]
25x Forward Observer + Sensor Tripod (NVG + Generic Laser Designator) [Cargo]
369x Infantry Section [7.62mm MG/Unguided Infantry Anti Tank Weapon] [Cargo]
12x LAV-25 [25mm/75 M242 Bushmaster] [Cargo]
9x LAV-III [25mm/75 M242 Bushmaster] [Cargo]
10x M1A2 SEP Abrams Main Battle Tank [Cargo]
1x Radar (AN/TPS-80 G/ATOR) [Cargo]
12x Sniper Section [12.7mm Anti-Materiel Rifle] [Cargo]
12x SpecOp Saboteur [Cargo]
114x Stinger MANPADS [Cargo]
12x Vehicle (AN/MPQ-64F1 Sentinel [I-HAWK]) [Cargo]
36x Vehicle (Truck, HMMWV) [Cargo]
75x Vehicle (Truck, Unarmed) [Cargo]


There was only one engagement between opposing fast jets, that was when a pair of Venezuelan F-16s were downed by F-35s from QE, the others were hit on the ground after their runways were SCALP-ed by Rafales.

I expected the Russians to turn hostile after my aircraft breached the EZ and commenced their attacks on Curacao but there was no change in their posture, although I did detect a possible event/trigger issue as the messages below were continually repeated in the message log.

18/11/2021 16:59:05 - Side 'Org of American States' is now considered HOSTILE to Russia
18/11/2021 16:59:06 - Side 'Org of American States' is now considered UNFRIENDLY to Russia
18/11/2021 16:59:37 - Side 'Org of American States' is now considered HOSTILE to Russia
18/11/2021 16:59:38 - Side 'Org of American States' is now considered UNFRIENDLY to Russia


With about 9 hours left all amphibious forces had safely landed on Curacao and the airport had been successfully captured. If I could suggest, this scenario could have been more challenging if the French had less aircraft and weapons but I did enjoying planning end executing the amphibious assault.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/9/2020 2:29:58 PM)

quote:

ORIGINAL: Lionheart

I ran through this scenario to the end from the UK/FR/NL side and ended up sweeping aside the Venezuelan forces quite dismissively with a Triumph (25754 points), probably my highest ever score! I only lost 1 x F16BM and 3 x Rafales - all to SAMs and I don't think there was any point deduction for the Rafale losses.


Good catch, Rafale Ms loose points but I missed the Rafale B's. Fixed


quote:

At the start of the scenario there was already this list of expenditures:-

SIDE: Org of American States

LOSSES:
-------------------------------
9x 120mm Mortar [Cargo]
10x 155mm/39 M777 Towed Howitzer [Cargo]
135x 7.62mm MG [Cargo]
126x 81mm Mortar [Cargo]
24x AAV-P7/A1 [Cargo]
36x AGM-114R Hellfire II [Cargo]
12x Avenger SAM [Cargo]
120x BGM-71A TOW Section [Cargo]
81x FGM-148 Javelin [Cargo]
25x Forward Observer + Sensor Tripod (NVG + Generic Laser Designator) [Cargo]
369x Infantry Section [7.62mm MG/Unguided Infantry Anti Tank Weapon] [Cargo]
12x LAV-25 [25mm/75 M242 Bushmaster] [Cargo]
9x LAV-III [25mm/75 M242 Bushmaster] [Cargo]
10x M1A2 SEP Abrams Main Battle Tank [Cargo]
1x Radar (AN/TPS-80 G/ATOR) [Cargo]
12x Sniper Section [12.7mm Anti-Materiel Rifle] [Cargo]
12x SpecOp Saboteur [Cargo]
114x Stinger MANPADS [Cargo]
12x Vehicle (AN/MPQ-64F1 Sentinel [I-HAWK]) [Cargo]
36x Vehicle (Truck, HMMWV) [Cargo]
75x Vehicle (Truck, Unarmed) [Cargo]


This was a artifact of my deleting the American Amphibious Vessels when I converted it and I didn't see this. Again, good catch! Fixed.


There was only one engagement between opposing fast jets, that was when a pair of Venezuelan F-16s were downed by F-35s from QE, the others were hit on the ground after their runways were SCALP-ed by Rafales.

quote:

I expected the Russians to turn hostile after my aircraft breached the EZ and commenced their attacks on Curacao but there was no change in their posture, although I did detect a possible event/trigger issue as the messages below were continually repeated in the message log.

18/11/2021 16:59:05 - Side 'Org of American States' is now considered HOSTILE to Russia
18/11/2021 16:59:06 - Side 'Org of American States' is now considered UNFRIENDLY to Russia
18/11/2021 16:59:37 - Side 'Org of American States' is now considered HOSTILE to Russia
18/11/2021 16:59:38 - Side 'Org of American States' is now considered UNFRIENDLY to Russia


So I deliberately set this Lua Script up to keep the Russians from joining in. In reality I just don't see it for Venezuela. I don't understand why it is showing up in the message log as it is set to not display????

quote:

With about 9 hours left all amphibious forces had safely landed on Curacao and the airport had been successfully captured. If I could suggest, this scenario could have been more challenging if the French had less aircraft and weapons but I did enjoying planning end executing the amphibious assault.


Going to think on this some. I might delete the French Aircraft on the island at some point.

Fixed file 12-9-2020...





schweggy -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/9/2020 7:15:25 PM)

With the forces available outside CONUS I was able to render Curacao defenseless except for a smattering of MANPADS in about 12-14 hours. Once I was certain there would be no opposition I launched the 2 Amphibs from Savaneta to secure the northern part of the island. With the C-17's inbound those "advanced" troops began to find and eliminate the MANPADS still around, took the airport, and then just chilled while the jumpers did their thing. I did sortie all the bombers when they were available and used every JASSAM and cruise missile I had armed them with and laid waste to the Venezuelan airbases because I'm like that. [:D]

I had achieved a Triumph and not a single amphibious boat other than the 2 from Savaneta entered the scoring zone. I did lose 4 F-15's, a SEAD F-16 and both UAV's. The LCS took minor damage when it got too close to Curacao and an IFV near the airport shot at it. A sub-mission for the LCS might be to land some forward observers via RHIB? Otherwise it's gonna' be moved out of the way or lost.

The
Side 'Org of American States' is now considered HOSTILE to Russia
Side 'Org of American States' is now considered UNFRIENDLY to Russia
messages might be able to be suppressed? That initially caught me off guard, then I just ignored them.

I think you could honestly remove the French F-16's and the CONUS based bombers/tankers. Between the two US Burke DDG's there's over 100 Tomahawks to deploy with an additional 24? on the SSN.

All in all I don't think the Venezuelan's are much of a threat to the array of forces here. The Russians never entered the fray either, which is probably what would happen IRL unless they had some additional firepower in the region and were sure they'd inflict enough damage to warrant such action.




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/9/2020 10:35:42 PM)


quote:

ORIGINAL: schweggy

With the forces available outside CONUS I was able to render Curacao defenseless except for a smattering of MANPADS in about 12-14 hours. Once I was certain there would be no opposition I launched the 2 Amphibs from Savaneta to secure the northern part of the island. With the C-17's inbound those "advanced" troops began to find and eliminate the MANPADS still around, took the airport, and then just chilled while the jumpers did their thing. I did sortie all the bombers when they were available and used every JASSAM and cruise missile I had armed them with and laid waste to the Venezuelan airbases because I'm like that. [:D]


Me as well, That's why I gave you all the toys! [:D]

quote:

I had achieved a Triumph and not a single amphibious boat other than the 2 from Savaneta entered the scoring zone. I did lose 4 F-15's, a SEAD F-16 and both UAV's. The LCS took minor damage when it got too close to Curacao and an IFV near the airport shot at it.


About right.

quote:

A sub-mission for the LCS might be to land some forward observers via RHIB? Otherwise it's gonna' be moved out of the way or lost.


Moving it out is the right thing to do, isn't much for an LCS to really do other than be a picket boat. I use it for it's radars until i'm about to start the attack and then get it out of Dodge!

quote:

The
Side 'Org of American States' is now considered HOSTILE to Russia
Side 'Org of American States' is now considered UNFRIENDLY to Russia
messages might be able to be suppressed? That initially caught me off guard, then I just ignored them.


I'm not sure why that was displaying as it was set to not display. That said, I reset it in the event editor and it sees to be working correctly now. It really was unchecked, honest!

quote:

I think you could honestly remove the French F-16's and the CONUS based bombers/tankers. Between the two US Burke DDG's there's over 100 Tomahawks to deploy with an additional 24? on the SSN.


I think I'm going to reduce the TLAMs on the Burkes.

quote:

All in all I don't think the Venezuelan's are much of a threat to the array of forces here. The Russians never entered the fray either, which is probably what would happen IRL unless they had some additional firepower in the region and were sure they'd inflict enough damage to warrant such action.


Real life. Might tweak the Triumph score up a bit.

Thanks for the feedback!





Gunner98 -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/10/2020 10:43:24 AM)

quote:

Moving it out is the right thing to do, isn't much for an LCS to really do other than be a picket boat. I use it for it's radars until i'm about to start the attack and then get it out of Dodge!


Also to use it's fairly good sonar to find and track subs. In my run through it found both the Sov Kilo and the Ven SSK, followed the Sov which proved fatal but it did a really good job tracking it until warstart.




Sardaukar -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/10/2020 10:53:55 AM)

If you'd want to be evil, you could add some mines... [8D]




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/10/2020 1:51:35 PM)


quote:

ORIGINAL: Sardaukar

If you'd want to be evil, you could add some mines... [8D]


I actually considered that. Might do it! [:D] [8D]




BeirutDude -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/10/2020 1:55:02 PM)

quote:

Also to use it's fairly good sonar to find and track subs. In my run through it found both the Sov Kilo and the Ven SSK, followed the Sov which proved fatal but it did a really good job tracking it until warstart.


Yeah, I've never really used them for ASW missions myself, but sounds like a good strategy. I use them as glorified USCG Cutters and I think the USCG is thinking about acquiring some?

IMHO LCS = Little Crappy Ship! We have four in Mayport, FL that have taken up semi-permanent residence in BAE Shipyards on Sister's Creek!

https://www.defensenews.com/naval/2020/07/01/the-us-navys-first-4-littoral-combat-ships-are-out-of-the-fleet-in-9-months/




Gunner98 -> RE: Scenario for play test: The Curacao Crisis 11/17/20 (12/10/2020 5:09:45 PM)

quote:

LCS = Little Crappy Ship!


[:D]

Waiting for the next time one has to winter in Montreal on their way outbound from commissioning in Wisconsin. Happened a couple times now, not a bad town to get stuck in [;)]

B




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