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new Scenario for Testing: Caribbean Fury 1: Hot Tamale

 
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new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/18/2016 1:53:50 AM   
Gunner98

 

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OK here is the next scenario, not really in the Northern Fury setting but parallel and in the Caribbean.

Caribbean Fury 1: Hot Tamale! Scenario Brief

This is the first scenario of a 3-5 scenario campaign. This scenario is linked to the Northern Fury Campaign and you may wish to refer to that background document to get a broader picture of the geopolitical setting. While Hot Tamale’s is the first scenario set in the Caribbean, it is happening simultaneously to Northern Fury 1: H Hour, Northern Fury 2: X-Ray Station and Northern Fury 3: Dagger to the Heart, it is not essential to play any of these scenarios prior to taking your Caribbean cruse. See the Caribbean Fury background document for further insight on the background and specific issues in the Caribbean. The key nuggets are

-The Cold War continued no thaw in relations. Germany reunified but causing friction between East & West. WP still alive and doing very well.
-Yesterday, 12 Feb 1994, the Winter Olympics in Lillehammer, opened with ominous indications of trouble brewing. Soviet and Eastern Bloc countries were represented at the opening ceremonies but many of their athletes were not present at the start of the actual events this morning. The Russian Olympic village was empty and initial investigation found that many of the athletes had simply disappeared, while only a few had flown home. Norway ordered the IOC to cancel the games and evacuate the Olympic Village.
-Norway has called up its reserves, deployed forces to forward bases and has requested support from NATO. The request for support was submitted to the North Atlantic Council (NAC) 4 hours ago.
-The scenario brief is your routine 0600 Local time briefing. Game starts late afternoon Caribbean time just before 1300Hrs Zulu (Greenwich Mean Time) on 13 Feb 1994.

You’re commanding the USS John F. Kennedy CVBG on routine patrol in the Caribbean. Although homeport is Norfolk Virginia, the Battle Group has been operating out of New Orleans Louisiana for most of the past year due to the increased tensions in Central America. The air wing (CVW-7) has just completed 4 days of intense training with the Army up at Fort Hood, and you now heading to Roosevelt Roads Puerto Ricco for some ASW and ASuW work.

You still haven’t decided if you’ll take the northern route past Cuba along the Florida Strait, very tight confines but sends a message to the Cubans who’ve been getting uppity of late. Or the southern route through the Straits of Yucatan past the Cayman Islands and Jamaica and take a look at Venezuela, which has also been flexing its muscles. Either way it should be a pleasant evening with perfect Caribbean weather.

---------------------------------

As always, very interested in your comments, criticisms or critiques.

One concern is that this one may be too big for one scenario - there is a lot going on, and perhaps it's better in 3 smaller scenarios. I look forward to your advice.

B

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/18/2016 2:07:38 AM   
Excroat3

 

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I can't open the scenario?

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/18/2016 2:16:34 AM   
Gunner98

 

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Just tested the file in the Zip and something went wrong, couldn't load it either.

Just tried a new zip and tested - same thing. Give me a min

Edit: OK, it seems to load on a fresh re-start of the game, don't have the problem with the original file in my build directory but the one in the test folder that I extracted seems to have the issue.

Here is a fresh Zip, can you try from a fresh restart and see if it works.

Thanks.

B

Attachment (1)

< Message edited by Gunner98 -- 6/18/2016 2:23:36 AM >

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/18/2016 4:43:49 AM   
Excroat3

 

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Yes it loads now!

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/18/2016 9:44:13 PM   
AndrewJ

 

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Good grief, that's a lot of airplanes! You know you've got everything when there's F-106s and Voodoos too.

Oddly enough, I was just looking at a static display Vodoo last weekend. They were ugly when they were flying. Putting them on a post hasn't improved anything...

I will consider this a moral victory if I can get a kill with AIM-4s!

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/18/2016 11:09:36 PM   
Gunner98

 

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)Was having fun with the older types - good luck with the Aim-4 . There are a lot of airframes but many (most?) are on sustained rate so you only get one flight a day out of them an they will disappear later in the scenario as well. Your only really dealing with 4.5 to 5 wings (hmmm that's a lot too ) plus 4 wings that either aren't in your control or are very limited. Scenario creep got the better of me...

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/21/2016 1:30:43 AM   
trebor6669

 

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Gunner

Awesome scenario again.
You're excellent.
Very tough beginning.
Feel I should start over after losing a lock.
However, I have to keep going to see what else you throw at me.

_____________________________


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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/23/2016 5:37:05 PM   
cajunnavy

 

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Hi Gunner,

I'm new to the community and have never played one of your scenarios before.

All I can say is AWESOME! This scenario is a blast!

Thank you so much for all your hard work. I'm a little over 22 game hours in and have a question about the FFG in Nola.

I simply cannot get her away from the dock area. I tried plotting a direct course to the gulf. I tried plotting under Lake Bourne like she was taking MRGO. I tried plotting to the river then down to sou'west pass. I even set up a sea control area mission just off the LA coast. Nothing.

After over 22 hours she will not move out of the shaded area right around the dock. Am I doing something wrong?

With get appreciation!

C

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/23/2016 5:47:47 PM   
Gunner98

 

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cajunnavy

Thanks for the kind words, I enjoy building them.

I am away right now but I believe that she is docked at the pier. This is a new feature so I am getting used to it as well. I believe you need to select the pier, hit F7 (boat ops) same as F6 for air ops. In the dialog box, select the ship and hit launch. She should plot a course out to sea.

Let me know if that works

B

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/23/2016 6:29:36 PM   
Schr75


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Wellcome to the forum Cajunnavy.

First of all. You are right about gunners scenarios. They are awesome. But if you like CF1:Hot Fury, try searching Northern Fury. I think you will be pleasantly surprised

Back to your problem.

I tested the scen and you are right.

This is a bug in the scen.

The problem is that the dock is placed in too shallow water for the FFG to be able to sail there. The shaded area around the dock area acts like deep water, but the surrounding water is only 2m deep and an OHP have a draft of 7,5m, so it will never be able to leave the shaded area.

A quick workaround is to open the scen in editor mode, and move the FFG manually to deeper waters, (select the ship and press M, then click on the new position) then resave and open in regular game mode.

Søren

< Message edited by Schr75 -- 6/23/2016 10:21:53 PM >

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/23/2016 10:41:51 PM   
cajunnavy

 

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Thank you guys, I'm glad I'm here.

The dock did seem out of place to me, I've been there before.

But I didn't want to say anything being a total newbie.

When I finish this I will get to the rest of Gunner's masterpieces.

Thanks again.

C

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/23/2016 10:46:25 PM   
Gunner98

 

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Thanks for picking that one up Schr75, was plotting off Google satellite view and ball-parking it. Missed Assentation island by half an ocean in another scenario

Anyway, no problem mentioning this sort of thing, newbie or not - easy to fix and makes the scenario better for all.

Appreciate the help. Will certainly fix in the next release.

B

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/30/2016 3:09:19 PM   
cajunnavy

 

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Gunner,

Just finished my Caribbean cruise and again, AWESOME! Thank you sir!

Very well done and very enjoyable. I got a Triumph 505, which I consider amazing considering I was at -276 at the end of day 2 after personally destroying the AZ ANG! First I underestimated Cuban air power, then I really messed up underestimating their IADS. But I had plenty of time to work out much better strike planning and salvage a win.

A couple of notes, I have already mentioned the docks at NOLA. I just moved it a little south of the NAS and cruised down the river. I had to manually plot the route out down the river but that made it even better for me.

Also, I felt like the scenario was 12 hours too long. I had air superiority after about a day and a half so I was able to concentrate on leveling Cuban facilities the rest of the time. After day two a Tomcat never left the deck. The last 12 hours were night and I didn't have any night capable weapons left. So Nothing at all happened.

I really could have used an Extra Long Dock in Miami. The A-TO gave me fits when she Bingoed and wanted to go to the Canal Zone traveling almost across the entire northern coast of Cuba. By the way, I really liked the naval aspects of the scenario. I'm a surface warfare guy and had a blast with the logistical challenges. I also got a couple of small surface actions (which I personally love ). I would love to see more surface warfare overall in CMANO, but then that's why people love it and it's so much better than Harpoon.

I also like the three little private wars you included.

I never found the French infantry, and there was nothing to load or use the units at Ellington with.

I had plenty, even more than enough, airborne replenishment assets.

All in all an excellent job.

Thank you again! I look forward to your next Caribbean adventure.

C

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/30/2016 3:26:33 PM   
Gunner98

 

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Thanks cajunnavy

- will fix the port and the extra long dock in Miami - oops
- will trim the time by the 12 hrs
- If you pooched the first air attacks but still got a triumph, I'll adjust the score thresholds a bit higher
- The French infantry and the SOF guys were for something I had planned but didn't include. I might include it or just add another scenario.

How did you fair in the smaller wars? Was concerned that the player could be caught with his pants down in any one of the three and it would get ugly?

At one point early on you have a lot of airpower - was it too much to handle?

Thanks, appreciate the feedback

B

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/30/2016 3:39:22 PM   
cajunnavy

 

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Hey Gunner,

I did OK on the little wars once I figured out they were happening. The Brits AC were all knocked out so I just marched the Scots Guards up. One thing I'm really glad you asked about. There was the one massive strike on the canal but no follow up. That seemed strange. I had more than enough air/ground assets to deal with everything else.

I did not have too much air power at first because of the limitations, but after day two I honestly didn't need a fighter. I needed HARMS.

C

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/30/2016 6:44:27 PM   
Gunner98

 

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Yeah, unfortunately the small wars are 'all in the shop window' not a lot of depth. The forces you have coming at you are a significant upgrade from historical already.

Will try and think of another way to keep the player entertained down there ---- no more HARMS on the shelf sad to say

B

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 6/30/2016 7:01:25 PM   
cajunnavy

 

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Gunner,

You did a real fine job of keeping it hot down there for a while!

I was deathly afraid that another airstrike at the Canal was coming. I did all I could to strengthen the defenses. That too keep me busy.

Thank you again for an excellent scenario!

C

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/7/2016 10:29:38 PM   
AndrewJ

 

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It took a while, but I finally had a chance to play through Hot Tamales.

DAY 1 was rough.

CUBA

As tensions rose I sent out a variety of MPA and recce craft to look around and assess the situation, and ships were ordered to close up and form task groups where possible. In addition to the Carrier Group there were orders for a 3-ship group around the Long Beach in the NE, and a four ship around the South Carolina in the SE. I debated sending TG Radford and the Westminster up north to join the carrier, but in the end decided to send them south to eventually meet up with the fuel-starved Dale and the Ouellet, and then bring them all back north to the land of fuel. The coast guard was generally told to head for port, or at least get clear of Cuba if possible.

The Cuban fighting began with a heavy strike headed for Key West airbase, and at first the assorted instructors there had a great time knocking off helpless Mig-21s, but things started getting worse when they started facing foes with front-aspect missiles. Viper and Jester don't do so well when they're being shot in the face... More capable planes rushing down from north were able to stabilize things somewhat, but then the really good Cuban planes started showing up, with Flankers of various shades and stripes, and even hints of Mig-31s lurking off in the distance.I ended up evacuating some planes to the (relative) safety of Homestead, and the Cubans managed to lay a few strings of bombs on Key West, scuffing some of the outer facilities. No major damage done, but Migs over Florida is not a good thing. The Cubans were even making strikes towards Homestead and north towards the Florida radars (where a Voodoo proved it still had teeth), although those were driven off before they could cause damage. (One item was that the Migs attacking the coast guard and merchants didn't seem to be using their main weapons. I should really have lost a few boats here.)

Over in Guantanamo things got really exciting when artillery started coming in, and wrecking my guard posts. My UAV went rushing out to find the battery so my A-4s could shut it down ASAP. This accomplished, the UAV came running back home, drawing a pile of Mig-23s who sacrificed themselves to my HAWK sites in an attempt to kill it. (Maybe a no-nav zone would be best for the Cuban CAP here?) As high-value assets (partiularly the EC-130 jammers) fled the airfield at wavetop altitude, I seriously considered sending away all the aviation assets. Fortunately I didn't, as the artillery was followed by a major ground assault, and my helicopters and the Abrams platoon were instrumental in dealing with this. I lost two UAVs keeping an eye on this invasion, one to Migs and one to an unexpected SA-10, but they were essential in determining what was going on. With the armoured thrust blunted after it caused minor damage the Abrams platoon did a raid of its own, killing off some local SAM sites (including destroying the radars on the SA-5) which were a great hazard to my aircraft operations, before returning safely to base. (I suspect in reality Guantanamo would be on the receiving end of a lot more than a single artillery battery and a single axis battallion(-) attack. If not overrun, I think the runways would be under artillery fire before long.)


THE CANAL

The Canal Zone started off with counter-insurgency work, with the little OV-10s hunting around while my helicopters and Dragonflies did their work (with help from the Columbians, no less). MANPADS proved to be a real pain, but was worked around as best we could. However, the major attack on the locks and Howard AFB was not so easy to deal with. Despite the use of every single missile-armed plane I had (even the OV-10s were taking shots at passing Migs) my forces were simply outnumbered. I evacuated everything that could fly from Howard, and had it orbit out over the Pacific until the strike was over. (Well, except the aerostat.) In the end there was no damage to Howard itself, but one lock was destroyed and another was damaged. The cost to the attackers was very high, and so far they've not tried to mount another strike.

As a result of this the attack the Dale and Ouellet were immediately ordered back to the Atlantic end of the canal, despite the perilously low fuel condition of the Dale. I need those long-range SAMs! (Especially if Venezuela gets feisty.) I'll anchor her as a floating battery if necessary. I'm sure there's fuel in Cristobal if I really need it.

Counter-insurgency work continued after the strike, and I thought the AC-130s would be superb here, but the low cloud is preventing them from attacking in most cases, so they have had little impact. Helicopters and bombing did the bulk of the work.


THE BRITS

Further north the Brits came under intense pressure from the local rebellion there, and it wasn't long before I was evacuating northward and pulling in the perimeter around Belize City. I got many (but not all) of my southern troops out before they were bombed by the quite effective air-force from Honduras and Nicaragua. With no effective radar here, and my airforce busy elsewhere, the enemy can appear, bomb, and vanish into the clouds before I can do much about them. The Harriers have done excellent service as makeshift interceptors, but it's not been enough to keep the skies clear. I've lost a bunch of high-value assets - my Scorpions, my Belizean trainer which was acting as a spotter, and worst of all, one of my invaluable artillery batteries which got nailed by a beautiful bomb run from a pair of Mig-23s. Still, the rebels seem to have been fought to a standstill, so I think northern Belize is secure for now.

(Literally a standstill. After a while the surviving rebels simply come to a halt in a semi-circle around Belize City. I suppose a direct advance against the concentrated Brits would be suicidal, but maybe they should pull back or disperse?)


VENEZUELA

So far no action. My Atlantiques patrol, keeping a periodic eye on their ships by radar. Their Mig-25s keep a periodic eye on the Atlantiques. I glare at them, they glare at me. Impasse... I'm glad to keep it that way.



AFTERNOON/NIGHT DAY 1

As my forces come on line later in the day I start to make better progress. A major fighter operation aimed at Cuba, with plenty of long range Phoenix support and AMRAAM toting F-15s and F-16s knocks down many of their better fighters, and some lightly loaded F-14s operating with long range tanker support come at Cuba from the South, to pick on the airborne jammers operating there. The SA-5s continue to be a perpetual nuisance during this time, but eventually they simply run out of missiles, allowing my support aircraft to edge in closer.

After the main operation several smaller but still powerful sweeps engage the remaining Cuban patrols which try forming up to meet them. The F-16s out of Homestead get a particularly good workout this way. By the end of the night the majority of the Cuban airforce has been destroyed, and no new planes try to intercept probes.

In the water I've started having problems with patrol boats shooting up civilian traffic. They're too small to sink anything, but they might have bigger friends. TG Radford (and that wonderful Sea Skua equipped Lynx) start working over naval forces between Cuba and Mexico, and off the coast of Central America. Skyhawks and whatnot, along with the SSN 674 clear out most of the coastal traffic north of Cuba, and Dragonflies out of Howard start working on patrol boats in their area. They also start using the little island airfields off Nicaragua as pit stops, and places to overnight so they can strike at first light in the morning. Forces from Guantanamo also pop out to engage Cuban naval forces on that end of the island. Fortunately, there's nothing with any significant air defences, so iron bombs do a good job, although flack does take a toll of a few bombers.

Of the Cuban subs, so far I've seen nothing.


DAY 2

With first light comes a major offensive against the Havana area. Every Corsair that can carry a Shrike, most of my HARM shooters, a bunch of TALDs, all my jammers, and swarms of fighters descend on the island (needlessly for the fighters - no enemy AC launch), along with numerous bombers and Maverick toting jets. There are 6 SA-10 batteries in the area, plus a number of SA-6s and some older units, so there are plenty of targets. The Cubans ignore the incoming TALDs (since they have no positive ID on them) which is frustrating and renders the decoys ineffective. However, it also means that they ignore my incoming aircraft until they get a positive ID, which means my Shrike shooters can close in without getting slaughtered. When the massive wave of ARMs is finished I've damaged some of the SAM radars, but in other cases the SA-10s simply seem to have run out of ammunition (particularly that pair in the middle).

Now the it's the turn of the Maverick planes and conventional bombers to come in low under the clouds and try and destroy those sites before they can reload. This is when I discover that every single Grouse the Russians ever manufactured has been exported to Cuba. Enough of the planes get through and the sites are destroyed, but losses mount, and the iron bombers are waved off after their initial runs. Instead, they are sent to bomb by radar from above the clouds, now that the radar guided SAMs are down. This is much less accurate, but it still works well enough to do heavy damage to the command and control sites to the southwest of Havana. The Russian naval base also takes a pounding, although I do blow in the windows on the neighbouring hospital in my attempts to take out their command bunker.

Late in the afternoon, after planes have had a chance to recycle, a second smaller SEAD wave (no Shrikes left!) eliminates the smaller group of SAM sites on the west end of Cuba (2 more SA-10 plus SA-17 and friends, so not weaklings), allowing me to deal with the SSM batteries there (staying well above the clouds and using EO weapons with a man in the loop).

At dusk all the Corsairs and Phantoms lift off again with heavy iron bomb loads, and do their best to moonscape the various airfields and high value targets in the Havana and San Julian area. The boys spread their arms and drone along pretending to be B-17s, staying above the clouds and bombing by radar. They crater the runways and get most of the soft stuff (fuel, ammo, hangars, etc.), but only the 2000 pounders from the Corsairs do much to the shelters, and even that takes a lucky hit. They'd be much more effective with LGBs, but those clouds...

Out to sea more patrol boats and missile boats take hits, particularly around the E end of Cuba where two flotillas of Osas meet their end. Still no sign of the Cuban subs. My CV is patrolling in deep water+ 155 nm NW of Cuba, with various MPA carpeting the area with sonobuoys. An SSN (Spadefish) is hurrying from Galveston to catch up and provide some additional detection closer to the Cuban coast. The Trepang is now operating near the S tip of Florida, to cover commercial traffic there, Greenling is moving NW (after finishing off some patrol boats) towards the straits between Cuba and Mexico, and Sea Devil is still way out to sea in the Atlantic. Surely there's a Cuban sub somewhere?

And Honduras/Nicaragua are still harassing Belize, dammit. Lost a patrol boat and got strafed. Gotta do something about that.


DAY 3

With no enemy action I'm currently just running out the clock to see if anything unexpected shows up.

Lets assume I did another strike around Guantanamo with my remaining HARM stocks, and knocked off two more SA-10s on the E end of the island, leaving the central SAM belt alone, and then did more iron bombing in the East. I should have had enough HARMs and bombs for that.

No enemy subs so far. Venezuela and I maintain our truce, which suits me just fine. Sank another patrol boat in Central America. Killed a couple of ASW helicopters still hanging around in Cuba. Other than a few tuna-fish, nothing else to report.



Misc minor stuff

Overall this is a fun one. Lots of things going on in Day 1, which can knock you back before your forces are fully readied, and then some heavy pounding to work away at on Day 2. Assorted lesser forces and regional conflicts to keep things different. Trimming the end time (as you already propose to do) would work well to remove the empty end-game.


Would there really be F-5s readying with Aphids? I assume that's in the DB to represent test-flight and training purposes. Did the US really have a stock of them that were warshot capable?

A typo in one of the special messages (13:05:57): "and I think there kinda pissed off".

The patrol boat outside Cristobal seems to have no orders, and just sits there.

I didn't look into it in detail, but some of the attackers headed north to Florida seemed to turn back early (unless those were escorts taking up station while the strikers pressed on?).

The Scots guards seem to appear instantly up north when they are picked up down south, rather than reappearing when the helicopter gets to their dropoff point.

I love all those little island airports. I was using them as emergency divert airfields, and as range extenders, and even to forward station a few planes to act as quick reaction forces. They only have the weapons they brought with them, but when you can cut the flight time in half it can be really handy.

Boy, it sure takes forever to land 60-odd fighters one at a time after a major strike!

Didn't realise I had some WCMDs available. Those could have been quite handy for over-the-clouds bombing of soft targets, rather than my suicide run with Mavericks to kill the SA-10s which were out of ammo.

(in reply to cajunnavy)
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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/7/2016 10:41:07 PM   
AndrewJ

 

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Hmm. Lua error when the 706th tries to be assigned to its ferry mission, because I had cleaned up 'unneeded' missions and deleted it earlier in the game. Ditto for the 122nd.

"2:01:00 PM - Lua script execution error: invalid arguments to method call"

Only visible if you have event notifications turned on in the message log, no other effect. (Except I guess I shouldn't use them any more.) Perhaps a note to players in the briefing: don't delete these missions?

< Message edited by AndrewJ -- 7/7/2016 11:04:09 PM >

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/7/2016 11:02:50 PM   
Gunner98

 

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Thanks for a great report Andrew. I'll try and take a look at it this weekend. That patrol boat off Cristobal has got a bit of a trick to it which must not have worked, will fix.

I think I might add the special tasks I had in mind to keep night 2 busy. Put those French guys to work :-0

B

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/7/2016 11:27:02 PM   
AndrewJ

 

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Aha! There's that Cuban sub. TG Radford gets jumped off the Yucatan, fires one down the bearing, the target turns and flees, and the speculative shot actually hits before the helo can get there! My Nixie decoy gets one, and the other misses. Very lucky for my frigate...

And now a Foxtrot off the Florida Keys - old but quiet on battery. Fortunately quite deaf too.

And now another Kilo fairly close (40 miles) to my carrier.

< Message edited by AndrewJ -- 7/8/2016 3:23:31 AM >

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RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/8/2016 3:23:22 AM   
AndrewJ

 

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A few more bits after looking things over:

The Event 'Kilo Class SSK Sunk' is not repeatable, so you only get scored for one of them, despite there being two.

The SA-16s for the rebels to the east and west of the locks are on speed 0, so they soon get left behind by their advancing comrades. This explains why it got easier to deal with the rebels as the scenario went on. Are the MANPADS supposed to be guarding a base camp area, or should they be advancing too?

Man, it sure would be easy to accidentally start something with that lone Venezuelan patrol boat, wouldn't it?

No units are assigned to the Gt'Mo North and West Arty missions, which explains why I got off so lightly. Two thirds of their artillery didn't attack, particularly the critical western battery.

Seeing the Guantanamo ground attack laid out, that's sure no battalion! I guess not seeing it all at once I (greatly) underestimated its size. (It also points out the power of those attack helicopters, with a company's worth of stowed kills each. Four Cobras ruins a battalion in the sim, where there is no ground cover for the troops to take advantage of. Maybe an old ZSU or something similar would be helpful to keep the Cobras honest?)

Havana Ship Strike is set to not use its weapons on units under 500 tons, which means planes will continually orbit small coast guard cutters without engaging until shot down. Perhaps change WRA to allow single shots at these targets?

Should the two AA armed Mig-29s on the Havana Ship Strike mission be set as escorts?

The planes chasing the UAV into the SAM zone were probably the Gt'Mo Strike escorts, and the strike itself, although none of them seemed to bomb. Probably too busy dodging HAWKs to get close enough to strike.

(in reply to AndrewJ)
Post #: 22
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/8/2016 3:57:49 AM   
AndrewJ

 

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I tried adding the artillery battery to Gt'Mo West mission, and it begins to engage. After destroying a couple of buildings it starts shooting at a Tarmac Space, which it quickly damages to 99.7%. The problem is that targets like this (runways, taxiways, tarmac spaces, etc.) are indestructible - they stop at 99.7% damage so they can eventually be repaired in long scenarios. However, the AI doesn't realize this and will keep pounding the same target in an attempt to destroy it, instead of moving on to the next one. I'm not sure if there's any way around this at this time.

EDIT: Oddly, the other ground units seem to do just fine at shooting other things instead. However, they will only engage units in their target list (even if the tickbox is unchecked) so they won't engage the NATO tanks or infantry. They also stop just short of the vital helicopter pads, which escape undamaged as a result.

EDIT 2: Ran it again, and this time one did make it to the helicopters. It seems the ground units can all get hung up on one undamaged item on their list, and won't go past it until it's destroyed or they run out of ammo. Once it's gone, on to the next item.

EDIT 3: It turns out the problem with the arty is that it has no spotters, so it thinks the Tarmac Space is undamaged and keeps shooting at it. If you add a spotter it recognizes when the target reaches its damage limit, and then switches to a new target.

< Message edited by AndrewJ -- 7/8/2016 4:48:21 AM >

(in reply to AndrewJ)
Post #: 23
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/8/2016 7:26:11 PM   
Mgellis


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Here's your soundtrack, by the way...

https://www.youtube.com/watch?v=D6b4TFMcxdc


(in reply to AndrewJ)
Post #: 24
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/9/2016 12:51:35 AM   
Gunner98

 

Posts: 5508
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From: The Great White North!
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Thanks for that Not nearly as classy as Havana Day-dreaming though

(in reply to Mgellis)
Post #: 25
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/12/2016 1:31:51 AM   
Gunner98

 

Posts: 5508
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From: The Great White North!
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OK
Sorry for the delay on this one. Here is version 1.1, thank you for the help.

Changelog:
• Fixed Dock at New Orleans
• Added some larger piers at Miami
• Added the French troops but not the task I have in mind for them (Another scenario)
• Adjusted the scoring thresholds
• Reduced the time by 18 hours
• Made some Cuban Ftrs keep their powder dry until day 2-3
• Removed the Aphids, increased the AIM-9N. Tempted to remove the PL.7’s but figure that they might have some available and its good fun.
• Fixed the teleports
• Added a 2nd runway to Patrick, Eglin, Tyndal & Jacksonville. I’m actually not sure if the game will use a grouped runway with a single unit airfield. It should.
• Some notes & Typo’s fixed
• Kilo event is now repeatable
• Rebel speed fixed
• Added some surprises to the Mech attack
• Fixed Arty Btys
• Tinkered with Havana Ship Strike
• Added the musical link



Attachment (1)

(in reply to Gunner98)
Post #: 26
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/12/2016 2:03:08 AM   
cajunnavy

 

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Thank you Gunner!

I'll start working on it tonight!

(in reply to Gunner98)
Post #: 27
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 7/12/2016 11:19:48 PM   
cajunnavy

 

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From: Northern Gulf Of Mexico
Status: offline
Hi Gunner,

It seems to be playing harder this time.

Only thing so far that I have noticed is the TOW platoon at Gitmo doesn't seem to have the sensor or guidance needed to fire the TOW's.

Great job man!

(in reply to cajunnavy)
Post #: 28
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 10/1/2016 3:04:52 PM   
Trueknight

 

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Great scenario, having a lot of fun!

But...am I supposed to be steamrolled by Cubans fighters in the first hour or two, or I'm such a poor CMANO player? Any advice on the air warfare?
On a side note, is it realistic that there's no air defence in Florida? Not even some MANPADS?

Thanks and keep up the good work

(in reply to cajunnavy)
Post #: 29
RE: new Scenario for Testing: Caribbean Fury 1: Hot Tamale - 10/1/2016 3:41:29 PM   
Gunner98

 

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Joined: 4/29/2005
From: The Great White North!
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Trueknight

The first few hours are brutal. You will recover however. Recommend you go completely defensive in the Florida area and gather your forces. Revenge will be yours. I thought that the hodg-podge of units down there would be interesting, some players manage to combine the strengths of the various types (F-4 to F-18s and everything in between) and do well - I didn't.

To the best of my knowledge, the US did/does not deploy SAM units on CONUS except for special events. There may be some MANPADs but the Army is not deployed to defend the boarders at scenario start so they will be locked up I think. Can't recall if there are MANPADs in Gitmo or Panama. There is a Hawk Bty in Gitmo - and I need to add 2x HAWK Btys to Panama - just found reference to them.

Glad your enjoying it.

B

(in reply to Trueknight)
Post #: 30
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