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AAR: Scenario 2 - "Borissofsky's Revenge"

 
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AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:46:47 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
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Curse that Krisha who accused me of incompetance! Mne nasrat', chto ty dumaesh' I say to him!

Ah, you are still here Comrade. I am back now and ready to try Scenario 2.
It is the same basic battle as Scenario 1 but with the addition of some artillery and air units for both sides.
The artillery is a combination of on-map and off-map units.
Your on-map artillery is subject to NATO counter-battery fire so remember to move those units into a new square after each turn of firing.
It is a pain in the zhopa but better than explaining the loss of your artillery to those Vziatochnik in the KGB.
I have had much time sitting downstairs in the Lubyanka to plan this battle.
I swear on Lenin's Tomb that we will succeed this time!


SETUP
Once again I have deployed our forces in order to sweep north around the Amerikan flank.
Our HQ stays in the town with the Mortar, Howitzer and Air Defence unit for company
and I have deployed our Anti-Tank company to the West in case the enemy tries to attack our position.
On the right of the screen you can see our Order of Battle.
All of our on-map units are from the 1/200 Gds MRR (I have collapsed the display so we can see our other units).
We have three batteries of off-map artillery from the 1/172 GAR plus a flight of Su-17 at our disposal.
I will tell our three off-map artillery Batteries to Neutralize the two enemy HQ and the enemy Howitzer.
This will take a lot of shells, but I can't think of a better target to spend them on.
Since we are playing in 30 minute turns I could specify up to three targets per battery (one every ten minutes),
but I will only choose one target per battery since I expect that the enemy will try to move those units after the first shells land.
No point dropping shells after the enemy has moved out.

While that is happening our Su-17's can attack two enemy platoons (3A and 4A) stacked together on the other side of the woods.
I told you before comrade. Never stack your units. Let us watch the Amerikans suffer for their foolishness.




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< Message edited by Greyshaft -- 4/29/2004 8:02:51 AM >
Post #: 1
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:47:39 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
Status: offline
TURN 01
After instructing our units to move I can see their movement paths displayed on the map
and their arrival times are displayed in the UDP (Unit Description Panel) at the bottom right of the screen.
It would be good for them all to arrive at their third Waypoint at the same time ... say 09:00 hours...
so I will need to open the Waypoint Inspector and adjust their movement.
Right-clicking on any Waypoint for the 3 Co opens up the Inspector and I can see that he will arrive at Waypoint 3 at 08:50.
There is no point in him loitering so close to the enemy lines for 10 minutes so I will add a delay of 10 minutes at Waypoint 2
and then modify the other two Mechanized Companies so they will all arrive at their respective Waypoint 3 at 09:00.

All is in Order. Let the Battle begin!




Attachment (1)

< Message edited by Greyshaft -- 4/29/2004 8:04:15 AM >

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RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:50:31 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
Status: offline
END OF TURN 01
The first 30 minutes has passed and I press F5 to display the TacOps Diary.
Our Mechanized units are halfway towards their planned positions
and the only interruption has been an enemy airstrike on our mortar platoon.
The fool of a Company Commander was probably sitting in the middle of the road asleep. Scheklat' ebalom!


Sir, commencing Tutorial 2 - Reinforced Soviet Forward Detachment as of 26 Nov 89 at 0800 hrs.

Sir, weather is Clear / Daylight, visibility is currently 5000 meters.
1 Co / 1 / 200 Gds MRR Orders: Move to 28,17 -> 23,13 -> 20,13
2 Co / 1 / 200 Gds MRR Orders: Move to 29,17 -> 24,14 -> 21,14
3 Co / 1 / 200 Gds MRR Orders: Move to 30,17 -> 25,15 -> 22,15
AGL Plt / 1 / 200 Gds MRR Orders: Move to 31,17 -> 28,14 -> 26,14
Su-17 Flight Orders: Air Strike at 16,16 with opportunity radius 1
1 Btty / 1 / 172 GAR Orders: Barrage (Neutralizing Fire (3x)) at 13,17
2 Btty / 1 / 172 GAR Orders: Barrage (Neutralizing Fire (3x)) at 14,20
3 Btty / 1 / 172 GAR Orders: Barrage (Neutralizing Fire (3x)) at 16,20

->Activity resolution for the period starting 0800 hrs 26 Nov 89.
3 Btty / 1 / 172 GAR is bombarding 16,20.
2 Btty / 1 / 172 GAR is bombarding 14,20.
1 Btty / 1 / 172 GAR is bombarding 13,17.
AGL Plt / 1 / 200 Gds MRR is on the move from 33,20 towards 31,17.
Airstrike by Su-17 Flight against 16,16
Su-17 Flight is bombing location 16,16 now...
1 Co / 1 / 200 Gds MRR is on the move from 30,20 towards 28,17.
2 Co / 1 / 200 Gds MRR is on the move from 31,20 towards 29,17.
3 Co / 1 / 200 Gds MRR is on the move from 32,20 towards 30,17.
Sir, weather is Clear / Daylight, visibility is currently 5000 meters.
Sir, Mortar / 1 / 200 Gds MRR reports in from 33,22 with 8 SP Arty.
Sir, SAM Plt / 1 / 200 Gds MRR reports in from 34,23 with 3 AD.
Sir, AGL Plt / 1 / 200 Gds MRR reports in from 29,15 with 3 Mech Inf.
Sir, 1 Co / 1 / 200 Gds MRR reports in from 28,17 with 11 Mech Inf.
Sir, 2 Co / 1 / 200 Gds MRR reports in from 29,17 with 11 Mech Inf.
Sir, 3 Co / 1 / 200 Gds MRR reports in from 30,17 with 11 Mech Inf.
Sir, AT Plt / 1 / 200 Gds MRR reports in from 30,22 with 5 Mech Inf.
Sir, 2 Btty / 1 / 172 GAR reports in from Off Map with 2 HQ, 6 SP Arty.
Sir, 3 Btty / 1 / 172 GAR reports in from Off Map with 2 HQ, 6 SP Arty.
Sir, Su-17 Flight reports in from Off Map with 2 Air.
Sir, 1 How / A / 200 Gds MRR reports in from 32,23 with 2 HQ, 6 SP Arty.
Sir, HQ / 1 / 172 GAR reports in from Off Map with 3 HQ.
Sir, 1 Btty / 1 / 172 GAR reports in from Off Map with 2 HQ, 6 SP Arty.
Airstrike by A-10 (Wharthog) Flight #1 against 33,22
Sir, enemy airstrike is reported at location 33,22 now...
Mortar / 1 / 200 Gds MRR is taking serious losses at 33,22.
Sir, Mortar / 1 / 200 Gds MRR is being bombed at 33,22



I could filter this report to only see the results for a particular unit but that is not needed with only a dozen units on the map.
When you are maneauvering 50 or 60 units then you will appreciate that ability


We lost 4 out of our 8 mortar self-propelled 120mm mortars. This is not good.
Screen displays during the turn showed that the Amerikans lost 1 tank and 2 Recce vehicles to our airstrikes
plus some command vehicles in their HQ units. The honors are even at the moment.
Next turn I will not bombard any units from the NATO 'A' Troop since I expect them to move out and begin an attack on my positions.
Instead I will order a massive artillery strike on the NATO 1-11th HQ (marked HQ HQ) and their Howitzer unit (marked H),
while my Mechanized units continue their movement around the NATO northern flank.
Using Ctrl-L to check the Line-Of-Sight for my AT unit shows that it cannot see more than one square in any direction
so I will move it one square to the west onto a higher elevation.
Things are going well Comrade!
More Vodka? still you say nyet? You are a strange one my friend.

Let the second turn commence!




Attachment (1)

< Message edited by Greyshaft -- 4/29/2004 8:25:29 AM >

(in reply to Greyshaft)
Post #: 3
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:52:06 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
Status: offline
END OF TURN 02
Nu ti dajosh! The Amerikans attack eastward!
They tangled with our 3 Mechanized Co and destroy 90% of its vehicles.
That durak of a company commander will have me back in the Lubyanka before nightfall.
My only laugh was watching NATO blundering into their own minefield at 24,20.

Those enemy tanks moved so fast. Their mistake in advancing their HQ was all that saved us.
Our Anti-tank Company destroyed the enemy 'A Troop' Command vehicles as well as one of their Tank Troops
and now their attack has stopped in confusion. Perhaps our air units can do something to that Amerikan parking lot?
I am concerned about the enemy 3/A unit being so close to our HQ and artillery but we cannot stop now.
Our Mortar and Howitzer unit have been assigned to give direct fire support to our Anti-tank Company.
They must hold off the enemy!

In the northeast our 1 Co and 2 Co are ready to begin their attack on the enemy HQ
and our off-map artillery will lay down a smoke screen to cover their advance.
Our 'G' Grenade Launcher Co can come south to provide support for our 3 Co while it Rests and Refits.

That is all we can do for now. Let the next turn begin.



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< Message edited by Greyshaft -- 4/29/2004 8:09:46 AM >

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RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:52:58 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
Status: offline
END OF TURN 03
Blood everywhere! The enemy attack on our HQ faltered when our Anti-Tank Company annihilated their Self-Propelled Artillery.
Their Commander was a Moodozvon. He moved too far forward and, like their HQ, they paid the price.
Our AT unit has now fallen back to the town and we are considering whether to evacuate our position and retreat eastward across the river.
Artillerymen and HQ staff are no match for enemy Tanks in hand to hand combat.
We will drop a concentrated barrage from on-map and off map artillery onto those remaining 1A, 2A and 3A NATO units.
They have 4 Tanks and 6 Recce units there now. Let us see what remains after thirty minutes of attention by our artillery.

Further to the west our Mechanised Companies have had some success.
2 Co is within LOS of the NATO artillery and is engaging the enemy Howitzers.
We will change his orders from 'Move' to 'Assault' and see what his 11 APC can do to the 5 NATO SPA.
1 Co still needs to cross the river to come to grips with the enemy HQ and that will make a delay for him.
Let us hope that the Amerikan Warthogs do not find him during the crossing.
Remember that all of this is happening with the benefit of revealed units. If the enemy was hidden then our task would be much harder.




Attachment (1)

< Message edited by Greyshaft -- 4/29/2004 8:12:11 AM >

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RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:54:38 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
Status: offline
END OF TURN 04
Success is within our grasp!
I feared the worst when our 2 Co was completely annihilated in its attack on the enemy artillery.
Note to self: Never advance across open fields towards enemy artillery dug in behind a river.
Our artillery strikes destroyed 3 of the enemy SPA and 4 of his Recce vehicles and our 1 Co is across the river and advancing on the enemy HQ.
The only effective NATO unit is his 2A Troop with 4 Tanks but they must be extremely disorganized after the bombardment they have suffered.
I think we will leave those Tanks to the Su-17 airstrikes while our 1 Co finishes off his artillery.
Our off-map artillery crews are exhausted after multiple turns of firing Neutralizing Barrages at enemy targets,
but there will be time to rest after the next Turn.
One more Barrage onto the enemy HQ please comrade!



Attachment (1)

< Message edited by Greyshaft -- 4/29/2004 8:14:52 AM >

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RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/28/2004 11:56:23 PM   
Greyshaft


Posts: 2252
Joined: 10/27/2003
From: Sydney, Australia
Status: offline
END OF TURN 05
The Battle ends!
It is officially a draw but we had the satisfaction of totally destroying the NATO 1A Recce unit
and naveshat' pizdyley his HQ in the final exchange of blows.
Pressing F6 brings up the Staff Summary (see picture below) which shows the Battle Honors.
NATO has only 39 "Runners" (vehicles capable of fighting) left which amounts to 15% of their starting strength
while we are at 42% with 62 vehicles.
Whenever one side is reduced to 20% of their starting lineup then the Battle ends, so we can claim a victory of sorts
since it was the high NATO losses that caused the end of the Battle.
We traded fairly evenly on units KIA (28 v. 30) which is not a bad result
when you are throwing your WP Armored Personnel Carriers against NATO M1 Tanks. That will tell our HQ to Pyeryestan' zalupatsa!

Now comrade, let us have some more vodka and consider what to do for the Third Scenario...






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< Message edited by Greyshaft -- 4/29/2004 8:16:47 AM >

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Post #: 7
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 4/30/2004 11:29:22 AM   
Wolfi-S

 

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From: Germany
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I've been following this game since it was first announced and the waiting seems to have paid off !

Thanks Greyshaft, for your AAR ! Very enjoyable and I already feel like I am going to have much fun with the game !

Keep up the good work everybody who is working on this - I will wait until you decide that the time is right.

(in reply to Greyshaft)
Post #: 8
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/1/2004 9:19:40 PM   
Paul Wykes

 

Posts: 267
Joined: 3/4/2001
From: UK
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Anther good AAR. Looking forward to this even more now....

(in reply to Wolfi-S)
Post #: 9
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/1/2004 9:40:07 PM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
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Excellent stuff Greyshaft!! You did more to re-live interest in this game with these posts than any other "factor" for months... I especially love your broken Russian here and there :o)

And the game seems interesting and quite deep. Definitely on my "to buy" list.

Questions/comments:

1.) I see many similarities with Battlefields! (Matrix WW2 game currently in development, I am one of the beta testers). Are there any beta testers testing both FPG and BF so that they can make comments whether I am right or not?

2.) Action - how is it represented for the player? Any graphic, animated stuff? Or is it just text reports?

3.) Maps look GREAT. Too bad official game site has very old screenshots, which look much worse than these from Grayshaft. Can't anyone spend like half an hour to update the site?!?

That's it for now...

O.

(in reply to Paul Wykes)
Post #: 10
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/2/2004 12:13:14 AM   
Catgh_MatrixForum


Posts: 665
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From: Durango, CO
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Oleg,

I use to test for Battlefields! (had to leave the team for real life commitments) and still Flashpoint.

They both use a WEGO system, but other than that they are really two different beasts. Flashpoint is a touch lighter than Battlefields. Battlefields has some very interesting mechinics to represent the friction of war, whereas Flashpoint the friction is basically death. I hesiate to comment much on Battlefields because I am not longer on the test team, other than I will be picking it up when it is finished.

Flashpoint has audible and visual clues for the combat. Basically the attacking unit flashes and the unit being fired on flashes right after the attacking unit. Depending on the damage done, a series of animated explosions is shown. If you see more explosions you know you killed more, and depending upon game settings you get a pop up disclosing KIA's much like the Panzer Campaign/Modern Campaign On Map results effect. See the graphic image which is a composite of two seperate clashes.

The nuke effect is an eye catcher. I won't say much about other than you know something big went off on the battlefield.

Can't answer much to the website issue you brought up. The game is still getting final artwork added.




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(in reply to Oleg Mastruko)
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RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/2/2004 12:24:51 AM   
Oleg Mastruko


Posts: 4921
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quote:

ORIGINAL: Catgh

Oleg,

I use to test for Battlefields! (had to leave the team for real life commitments) and still Flashpoint.

They both use a WEGO system, but other than that they are really two different beasts. Flashpoint is a touch lighter than Battlefields. Battlefields has some very interesting mechinics to represent the friction of war, whereas Flashpoint the friction is basically death. I hesiate to comment much on Battlefields because I am not longer on the test team, other than I will be picking it up when it is finished.

Flashpoint has audible and visual clues for the combat. Basically the attacking unit flashes and the unit being fired on flashes right after the attacking unit. Depending on the damage done, a series of animated explosions is shown. If you see more explosions you know you killed more, and depending upon game settings you get a pop up disclosing KIA's much like the Panzer Campaign/Modern Campaign On Map results effect. See the graphic image which is a composite of two seperate clashes.

The nuke effect is an eye catcher. I won't say much about other than you know something big went off on the battlefield.

Can't answer much to the website issue you brought up. The game is still getting final artwork added.





OK; thanks, more questions

Popups in Panzer Campaigns unnerved me to no end - killing the immersion and basically just annoying, to report the loss of two spoons and flat tire, like 200 times during the turn. In fact, whole PzC annoyed me - obviously not my cup of tea, no matter how you slice it. I sincerely hope FPG will be as different from PzC as possible in those little details (and judging from what I see in this AAR it WILL be fairly different).

Thanks for explaining BF-FPG similarities (or lack of them).

Will the game have some "encyclopedia" of modern NATO/WP equipment? Though I am fairly knowledgable about military hardware I am not sure I'd recognize Scimitar if one was parked in my street (let alone tell you it's weaknesses and advantages)...

Oleg

(in reply to Catgh_MatrixForum)
Post #: 12
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/2/2004 4:56:55 AM   
Catgh_MatrixForum


Posts: 665
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From: Durango, CO
Status: offline
The pop ups can be turned off. It was something that was not originally in the game last year and was added after a lot of discussion.

I will let the image speak to your other question. Like I mentioned art is still being finalizied. The Scimitar information is not in the beta yet, so I used the M1.




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(in reply to Oleg Mastruko)
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RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/2/2004 5:15:12 PM   
Paul Wykes

 

Posts: 267
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From: UK
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WOW. Thats nice. I love the addition of unit Encyclopedia in to game. Shame it raises some more questions

Whats does the "special characteristics" refer to? Is the c2,n,s2,t2 refer to some game attributes?

(in reply to Catgh_MatrixForum)
Post #: 14
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 5/2/2004 6:11:59 PM   
Catgh_MatrixForum


Posts: 665
Joined: 3/13/2002
From: Durango, CO
Status: offline
More questions? Nah...

n= NBC
c2 = 2nd generation chobham
s2 = advanced stabilized
t2 = 2nd generation thermal sight

Now I would think that should have been obvious.

(in reply to Paul Wykes)
Post #: 15
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 7/16/2004 10:19:17 AM   
erict


Posts: 38
Joined: 10/28/2002
From: Barcelona
Status: offline
Wow this looks great. These AARs sold this game, I'll definitely buy Flashpoint.

(in reply to Greyshaft)
Post #: 16
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 1/21/2005 8:51:20 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
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Summary Screen

What is this runners business??

Is there a way to get more detail on what is killed/lost?

Something like the following;

Loss Summary
Nato / Warsaw Pac
Tanks 3 M1A1 / Tanks 5 T-72
IVF 3 Bradlys /
APC 0 /
Inf 100/KIA / Inf 20 KIA
20/MIA / 0 MIA

< Message edited by pad152 -- 1/21/2005 6:52:26 AM >

(in reply to erict)
Post #: 17
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 1/21/2005 2:15:12 PM   
Belphegor


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A more complete summary and tally of lost units is present in the diary which contains all radio messages as well. There is also an explanation of 'runner' in the forum.

The unit loss tally is available after scenario end...

< Message edited by Belphegor -- 1/21/2005 12:15:30 PM >

(in reply to pad152)
Post #: 18
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 1/29/2005 12:09:46 PM   
markhwalker


Posts: 951
Joined: 1/29/2005
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Hi Guys,

Testers/designers what is your opinion of the AI, is there anything that can be done to make the game more challenging? I like the concept, I like the era, I like the mechanics, but I'm winning VERY easily. Specifically, in scenario 2 I took the Soviets straight north, east of the woods, and after I felt I was well north of the Americans, cut west. I took the objective without firing a single shot.

In "Soviet Tank Rush" the British defenders came out of cover to annihilate me and were wiped out to the last tank. I then flipped sides, and completely wasted the Soviets while losing 5-6 tanks.

Also, I feel like I'm missing something with the "limited staff" option. Wheever I turn it on (in both of the above scenarios) I get *one* order per turn as the Soviet commander. I must be doing something wrong. It seems like a huge gap between ordering ALL units and ordering one unit.

Is there a way to order formations rather than units?

Thanks,
Mark

(in reply to Belphegor)
Post #: 19
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 1/30/2005 4:41:31 AM   
Belphegor


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quote:

Is there a way to order formations rather than units?


By holding down the shift key you can select more than one unit. if that unit is in a stack, once you have selected the top unit use the 's' hotkey to select the entire stack.

Select your waypoints. I always pick 3 when selecting stacks since I can then move them around for each individual unit and time when my forces arrive at various locations.

(in reply to markhwalker)
Post #: 20
RE: AAR: Scenario 2 - "Borissofsky's Revenge" - 1/30/2005 12:37:26 PM   
markhwalker


Posts: 951
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Thanks, I discovered the multi unit selection in the rules (they always help), also discovered the limited staff limits (a rule that I like). Also discovered how to speed the turns a bit. Overall a good effort. The AI does do some strange things.

Best,
Mark

(in reply to Belphegor)
Post #: 21
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