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If you can know for sure those AoA3 nerds will show up at exactly minute 100 it is indeed too gamey. Sometimes there’s delays or people stepping on the gas too hard. Still not at all convinced that if they do have to show up there they should head north rather than west. Orange Devil has issued a correction as of 12:02 on Jan 20, 2024 |
# ? Jan 20, 2024 11:57 |
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# ? May 24, 2024 03:33 |
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Orange Devil posted:If you can know for sure those AoA3 nerds will show up at exactly minute 100 it is indeed too gamey. Sometimes there’s delays or people stepping on the gas too hard. My understanding is that the arrow just shows they're coming from south, and in my plan would be diverting west as soon as possible. I'll draw something after I digest FF's awesome advice. And yeah you're right, it probably won't be minute 100. But it's pretty likely it won't be, like, minute 70.
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# ? Jan 20, 2024 13:41 |
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It's my family's Slava, and I'm watching over my nephews and niece. My younger nephew was having fun playing an RTS very badly, and I had to (gently) physically restrain my older nephew as he was shouting "NOOO HE'S PLAYING IT WRONG NOOOO LET ME DO IT INSTEAD NOOOOO"
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# ? Jan 20, 2024 15:12 |
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Zeppelin Insanity posted:My understanding is that the arrow just shows they're coming from south, and in my plan would be diverting west as soon as possible. I'll draw something after I digest FF's awesome advice. Think about timing as part of your overall mission. Yes, that includes avoiding a traffic jam, particularly as the east-west corridor is limited, but it also involves mutual support. Is there any reason why AoA3 couldn't arrive first, pin the enemy on the southern terrain feature, AoA2 begins moving down B505 and clears the northern terrain feature 30 minutes later, and AoA1 drives home down B22 70 minutes in? If the time units arrive and where is set, that's fine, there are still ways to plan around that, but you want there to be one plan each unit contributes to, rather than 3 separate regimental battles that overstretch your division fires and can't support each other in place and time. We can start talking about phasing and fire plans (because you'll want preplanned fires to support this manoeuvre scheme) when you have determined your initial disposition and timings, as well as overall intent. This is just an example. Frosted Flake has issued a correction as of 15:32 on Jan 20, 2024 |
# ? Jan 20, 2024 15:21 |
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my dad posted:It's my family's Slava, and I'm watching over my nephews and niece. My younger nephew was having fun playing an RTS very badly, and I had to (gently) physically restrain my older nephew as he was shouting "NOOO HE'S PLAYING IT WRONG NOOOO LET ME DO IT INSTEAD NOOOOO" Returning to AoE2 as an adult was a lot harder when you don't just cheat for all your resources
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# ? Jan 20, 2024 16:04 |
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my dad posted:It's my family's Slava, and I'm watching over my nephews and niece. My younger nephew was having fun playing an RTS very badly, and I had to (gently) physically restrain my older nephew as he was shouting "NOOO HE'S PLAYING IT WRONG NOOOO LET ME DO IT INSTEAD NOOOOO" FF is just in his happy space if he can do artillery staff work for a competent (read: non-Western) artillery force.
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# ? Jan 20, 2024 16:22 |
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Orange Devil posted:FF is just in his happy space if he can do artillery staff work for a competent (read: non-Western) artillery force. There's a great 40 minute podcast episode on the counter battery fires at El Alamein that's worth a listen, one of their series of episodes on the fire plan.
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# ? Jan 20, 2024 16:45 |
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I gotta say, imagine having been born in East Germany or Poland or something in say, the early 1960s, and realizing that actually things are going pretty well and these countrymen of yours with their lust for bananas and jeans are about to utterly wreck themselves but being unable to convince anyone of this and then having to live through another 50-60 years of the fallout. I don't know how you wouldn't end up on a street corner just screaming "I loving told you so" at people.
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# ? Jan 20, 2024 16:52 |
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Frosted Flake posted:Think about timing as part of your overall mission. Yes, that includes avoiding a traffic jam, particularly as the east-west corridor is limited, but it also involves mutual support. Is there any reason why AoA3 couldn't arrive first, pin the enemy on the southern terrain feature, AoA2 begins moving down B505 and clears the northern terrain feature 30 minutes later, and AoA1 drives home down B22 70 minutes in? CASE ONE I'll explain my initial thoughts. I'm not attached to the plan, but I feel like if I explain where I am coming from, then have it critiqued, it will be a better learning experience for me. The numerical superiority intel reports indicates that NATO cannot defend everywhere equally. The two highways are the obvious main route of attack, so we can reasonably expect them to have the strongest defence. Physical space limitations mean that it's impossible to get everyone into combat at once, and even if the main advance can achieve a breakthrough, it will likely be at least somewhat slowed. I was thinking of turning that slowing into an advantage: giving time for other elements to either bypass the enemy, or flank Western defences. Schesslitz seems to be a critical juncture, and it is surrounded by forested hills pretty much on all sides. Yellow element arrives so late that any strong NATO presence in the south may be diverted to stop the main advance. This would allow Yellow to either bypass the main enemy defences, or flank them to support the main assault if necessary. Another reason for spreading out is that I assume a large number of Abrams will be a mobile flanking force. If the main attack drives past them without us knowing, it could be hit with a strong counter-attack. However, if a regiment finds them and fixes them, they won't be able to maneuver. CASE TWO If case one is too spread out, these are my initial thoughts on a more concentrated attack. I didn't put in as many notes on the map yet. AoA 1 and 2 each end up with two regiments. AoA 3 is disregarded. If they're to join the same main road as AoA 1, then I don't see much point in not just using AoA 1. Rather than one regiment fully arriving after the other, begin with recon elements of all regiments at the front, then the rest of one regiment, then the other. Recon elements disperse to find and fix defenses. One regiment, entering from either AoA1 or 2 hangs out at the starting point at first, deploying to defend HQ, AA and artillery batteries. They will act as a reserve, committed by the divisional commander as appropriate, leaving behind a modest security element for HQs and artillery. ARTILLERY - on or off map I have confirmed that artillery batteries may be on or off the map. Due to engine limitations, off-map artillery cannot enter the map later. It's one or the other. The area of operations roughly 35 km east-to-west, and my Akatsyas have a range of 18km. Grads have a range of 37km, so those can definitely stay off-map. So, I either -have all of my Akatsyas on the map - which will have to be protected, and probably arrive at some point in the marching order rather than immediately, thus preventing divisional fires for the first few turns. Regiments have their own Gvozdikas and mortars. or -keep one section (3 batteries) of Akatsyas off-map to screen initial deployments, and try to fire off all the rounds before the action moves out of range. SPOTTERS I also have two spotter elements and one recon element. My initial thoughts were that they should accompany the main advance, relatively near the front, but not at the head of the column so they don't get blown up immediately. Zeppelin Insanity has issued a correction as of 17:13 on Jan 20, 2024 |
# ? Jan 20, 2024 17:08 |
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Orange Devil posted:I gotta say, imagine having been born in East Germany or Poland or something in say, the early 1960s, and realizing that actually things are going pretty well and these countrymen of yours with their lust for bananas and jeans are about to utterly wreck themselves but being unable to convince anyone of this and then having to live through another 50-60 years of the fallout. I don't know how you wouldn't end up on a street corner just screaming "I loving told you so" at people. To quote Napoleon, "What madness! ... Why do they not sweep away four or five hundred of them with the cannon? The rest would take themselves off very quickly." e: Zepplin, seen. I'm going to take a look at it, and go back to your first post to put together The Estimate, but it may be useful to you, just for organizing your notes, to use something like the OPP. I'm not dictating that or anything! Games are games and all, but it's handy to assembly information in one place. iirc Flashpoint campaigns already encourages this and scenario documentation, at least in the Canadian campaign, conforms to it. ANNEX B - FORMAT FOR AN ESTIMATE (This is a guide not a rigid format) posted:Issuing HQ e: Post WIP Div Arty Estimate (example) posted:Issuing HQ: [Name of Your HQ] Which is very rough, 8,9,10 would be much longer IRL. Commentary posted:
ee: Without going over them in detail while I run errands, your first plan, CASE ONE, is not mutually supporting. Therefore, "the numerical superiority intel reports indicates that NATO cannot defend everywhere equally" is irrelevant, because you are attacking with 1/3 of your strength. Assuming Corps HQ has allocated forces for this mission with the standard 3:1 superiority, by dividing your forces, you are creating a situation where locally NATO forces are defending in favourable terrain very close to 1:1 against each of your regiments piecemeal. Unsynchronized attacks by elements that can not support each other, mean that NATO does not have to defend everywhere in strength. Well-placed companies can hold up each of those advances individually, and then the entire divisional attack fails. Additionally, no one of those regimental attacks seems very likely to bring success (on their own) because they are going into closed, unobserved terrain that is either elevated or behind multiple water obstacles, or down B505/B22 which as you say, is most likely where NATO defences are concentrated. Finally, even individual success by one of these attacks is compromised by failure of the other two, as NATO weapons located on the terrain the other regiments failed to clear will prevent exploitation. You couldn't easily shift from one of the stalled out attacks to move through the gap because you'd be doing it in full view of the enemy. I understand your intentions here, and probing like this could limit your risks, but you have been assigned a mission to break through, which means you must concentrate, and must accept that casualties will occur. Dispersing your effort to limit losses endangers the whole mission, because no one of those dispersed regimental attacks can expect to fight through to the entire depth of the enemy. I would therefore start with CASE TWO as your preferable COA in terms of time, space, and mass. Frosted Flake has issued a correction as of 18:30 on Jan 20, 2024 |
# ? Jan 20, 2024 17:32 |
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Thank you. I absolutely take on board your local parity point, though I'm confused about why you consider these attacks not mutually supporting in case one. The goal of the northern element is to flank defensive positions that would face the main advance - as well as possibly encounter an Abrams reserve. The goal of the southern attack is to either go past all the enemy defenses and hit them in the rear, or if necessary, divert and encircle the defensive elements giving the main attack trouble. The north-south axis is only 20km, so the northern element should usually be able to divert towards the main roads within 1 turn. Same with the southern element diverting north. Unless they're engaged by such significant enemy forces that they're helping by making those forces not fire on the main advance. Is this not supporting? I think I am misunderstanding the paradigm behind the terminology. How would you define a supporting attack?
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# ? Jan 20, 2024 18:44 |
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my dad posted:It's my family's Slava, and I'm watching over my nephews and niece. My younger nephew was having fun playing an RTS very badly, and I had to (gently) physically restrain my older nephew as he was shouting "NOOO HE'S PLAYING IT WRONG NOOOO LET ME DO IT INSTEAD NOOOOO" aww, thats so sweet
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# ? Jan 20, 2024 18:55 |
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Going to quote a couple things you said and then the conclusion they ought to, imo, lead to.Zeppelin Insanity posted:CASE ONE So my understanding of Soviet doctrine, aka succesful doctrine, is to find the enemies weakest point by probing in force everywhere, and then wherever you encounter success is where you pile on. So on your map for Case One, which reads like the best case to me because you are probing the largest quantity of roads heading west, you write "MAIN attack by two regiments". This imo is an error in thinking. You shouldn't decide in advance what your main effort is going to be. You are assuming NATO is going to prioritize defending the highways. Sure, that makes a lot of sense, but until your guys get there and figure out what's actually going on, you won't know for certain. They might misread the situation based on their own poor quality intel. The might misdeploy or misjudge how fast you can get there in force. They might just flat out make a bad command mistake. They might also defend the highway properly and turn it into a kill zone that you want nothing at all to do with. My point is, you don't know what the main effort is going to be, so get out of that mindset right now, as your job as divisional artillery is to support the main effort once they demonstrably achieve some first succes. On their own, using their own Gvozdikas and mortars. This might be those green lines just meeting nearly no resistance and able to drive fast and deep. It might be those yellow lines coming up in the rear of an enemy which has already turned to hit the highway and is now getting its flank rolled up. Or it might even be any of those regiments finding an undefended sector and driving hard into the enemy rear area to achieve operational objectives. Whoever manages this, these are the dudes who really need and deserve your support. Not some shmucks getting bogged down fighting a wooded treeline on a hill from a highway or whatever poo poo is inevitably also going to happen. They can figure out how to extricate themselves while you figure out how to win together with the regiment(s) that didn't run directly into the enemy's main defensive effort. This also means you have time those first few turns to properly site and set up your artillery on map, so do that. It also means you absolutely want your spotters in the mix at the crucial part of the fight. But you don't know yet where that will be, so spread them out also imo. Don't blindly commit them into what is likely going to be the enemy's main defensive effort and what might turn into your anvil. They need to be part of the hammer. It also means in Case 1 you might want to divert that southern red line to go into Königsfeld and then drive west from there, rather than meeting up at Burgell(obscured) with the other red line. If you're expecting that your enemy can't defend everywhere, you should focus on figuring out where they aren't defending (effectively) rather than fighting them where they are. Orange Devil has issued a correction as of 19:34 on Jan 20, 2024 |
# ? Jan 20, 2024 19:32 |
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I can give your plan another read, but broadly I mean concentrating and coordinating forces so that their mass and fires facilitate/support each other's manoeuvres. So, specifically, in CASE ONE, the regiment whose movement is marked in yellow has to cross obstacles and enter difficult, closed, terrain, without benefitting from the fighting going on elsewhere. The plan is only viable to the point the regiment can reach with its own organic fire support. That's the standard for good planning as we discussed earlier, so it technically shouldn't matter. However, I think you are expecting them to move too far, through unknown resistance, beyond their means to achieve their mission. I would have to check the enemy strength estimate and scale of the map again, my concern is that after Tiefenellern you have another complex manoeuvre planned. This is a difficult evolution because you had previously split the regiment to screen the terrain at Hohenhäusling-Königsfeld-Drosendorf an der Aufseß at Drosendorf an der Aufseß, before manoeuvring back (?) to rejoin the regiment at Tiefenellern. What is the mission here? Is that unit screening? Rear security? They are separated from the rest of the regiment by terrain after their northbound turn at Aufseß, so can't be supported in this task by fire support from the other battalions/detachments. Depending on the size of the task, that's not unreasonable, for example if they were a screen. However, while still separated from friendly forces, they are exposed to fire from any enemies in the terrain feature while proceeding down the road from Drosendorf an der Aufseß to Tiefenellern. This is an unreasonably risky move because their entire movement past Poxdorf and Huppendorf is exposed to the enemy but obscured to friendlies. What happens if the enemy is present in the vicinity? This ties into the larger problem. Assuming the regiment is able to regroup at Tiefenellern, they then have larger bounds through open terrain, surrounded by forested elevation, and overlooked by the large urban area. This is after whatever fighting it took to get them to Tiefenellern, with the casualties and ammunition expenditure that entailed. This is almost certainly too much for a regiment to accomplish, it's to the depth of the scenario's objectives for an entire division. I understand your intention here was that this regiment would hopefully bypass the enemy. The problem is that you don't know where the enemy is, only where they might be (is there an intelligence gathering phase prior to scenario start?). If the enemy is there, your plan calls for it to make multiple exposed moves, spit into elements that can't cover each other, and is well separated from the main effort (and as we discussed when introducing Soviet Fire Support, fires will be concentrated there). If the enemy isn't present, I suppose it could work (though I would ask to what effect overall?) but if they are, I think there are too many problems with what you're asking to be done here. So returning to when I said it might be reasonable to expect the regiment to reach Tiefenellern (if you don't compromise this by dividing it for the above reasons), I see many problems with expecting it to move forward again. If their goal was to clear terrain overlooking the main advance, that's fine, mission accomplished. My concern is, supposing they do get stuck halfway, I would guess at or around Tiefenellern, what do they accomplish by being stuck there? They can't observe or shoot anywhere the rest of the division has to go, they're not screening the rest of the division or guarding a flank, for the above reason, they're just stuck in the woods. I'm not saying the enemy will be there, but there are many points of failure here. They can't turn around and rejoin the division, because the terrain features between them and the division have not been cleared. Withdrawing to the northbound route discussed earlier would require them to cross two streams and then make the move exposed to enemy fire that came up previously. Their ability to do this after being so heavily engaged their primary mission failed is a big ask. At this point, since they are the last arriving formation, what benefit is there to the battered remnants of a regiment trickling into the main effort? That means that even the contingency, (never reinforce failure, pile on success) isn't really viable. I could organize this a bit better but my main questions here are: What do you expect this regiment to do? Why do you think they can accomplish it? How can they accomplish it? What happens if they cannot accomplish it? How do they impact the overall plan through success, partial success or failure? Just my $0.02 ee: The same problems exist for the regiment marked in green, but I haven't looked over that area as closely yet. eee: Orange Devil's points are also valid, I didn't see them coming in where I wrote this. I think the difference between the two approaches is if there is pre-battle recce or not. If there is, I disagree and believe you should commit to one main effort, supported with a detailed plan. With sufficient resources and planning, it doesn't matter what enemy forces are present because you have allocated resources and synchronized timing such that even the worst case scenario can be overcome. If there is not, and you can only work from a totally unknown map as we have ITT, (and without an enemy strength estimate?) probing for east-west routes allows you to decide where the main effort, and possibly a supporting effort, will be. Much of that planning should still be done in advance though, with contingencies for each of the possible routes. You would go through your binder, find the one that corresponded to that route, and then rapidly initiate the plan. You cannot sit on your hands under fire. This is a tricky problem, but the mission assigned to your division, as I understand it, is not to probe defences around BAMBERG, but rather to get there and secure the river crossings. It would be preferable if recce was done in advance, but if not, you should have a plan that gets you to BAMBERG however the enemy is arranged in your way. Spreading out and hoping they left a door open places the success or failure of the plan on how competent your enemy is. e4: Frosted Flake has issued a correction as of 20:04 on Jan 20, 2024 |
# ? Jan 20, 2024 19:38 |
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# ? Jan 20, 2024 20:20 |
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was johnny depp even notable in 1989
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# ? Jan 20, 2024 20:42 |
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Both you guys are super helpful! To clarify, the split lines were meant as possible courses of action, not splits of the regiment. They would take one of the routes according to the situation. Also as far the plan goes, once again to clarify, I am technically just the artillery. I just seem to be the most active player (though it's still early days) and I felt inspired so I started planning the whole operation. But I figure the better the initial plan, the better other players can contribute. Another point is that in the scenario there are supposed to be 3 stages of planning, with additional intel later. So right now all we know is what I put down in the force estimates. I can share the force estimate. Friendly Force Estimates posted:Friendly forces: 79th Guards Tank Division composed of 3 Guards Tank Regiments and 1 Motor Rifle Regiment Enemy Force Estimates posted:3rd Brigade of US 1st Armored Division, composed of 2 Infantry Battalions and 1 Tank Battalion, likely supported by a recent transfer of another Tank Battalion and Self-propelled Howitzer battery. Based on FF's feedback, I wrote up a new plan. I didn't draw any new arrows on the map yet, just using the last map with FF's blue areas and red lines. Main change is that all the regiments are closer together, and I think work better as supporting each other. The New Plan posted:
Zeppelin Insanity has issued a correction as of 20:59 on Jan 20, 2024 |
# ? Jan 20, 2024 20:44 |
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I don't see a map. But yeah in general, if the objective is to get into Bamberg and secure its bridges, not destroy the enemy on the road to Bamberg in detail and try to get into Bamberg, then *get in Bamberg*. Just make sure everyone on your side keeps that poo poo in mind. You don't need to destroy the enemy, unless they're directly between you and the objective (and even then all you need is to overrun their positions, if they run into some woods or behind a hill you don't need to pursue), you can just as well pin and bypass them and then they're going to be hosed either way. Orange Devil has issued a correction as of 21:13 on Jan 20, 2024 |
# ? Jan 20, 2024 21:10 |
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I don't see a map either, but I agree that the plan looks better because it seems like it better manages risk. To bring out this table again, you seem to have done a better job staying in that yellow-green zone where you can meet unexpected resistance without the wheels falling off. I think the way you talk about risk in terms of critical, problematic, potential is much better too and shows you're putting theory into practice.
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# ? Jan 20, 2024 21:19 |
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From my own experiences in FCSS; I would second (third?) the suggestions for the forces to be able to mutually support instead of fighting 3 different battles due to terrain considerations. Personally, I try to echelon my forces in Warsaw Pact style and keep a battalion (or company if the scenario is smaller) ready in a location to "reinforce success". I'll be interested to see how that game goes Zeppelin; I've been trying to play some PBEM games in FCSS with what time I have and it's totally different - more challenging but also more enjoyable. I think you were the person who posted the IKS discord in this thread - I'd definitely be interested in trying out "multiplayer" FCSS if they run an event like this again.
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# ? Jan 20, 2024 22:33 |
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BadOptics posted:From my own experiences in FCSS; I would second (third?) the suggestions for the forces to be able to mutually support instead of fighting 3 different battles due to terrain considerations. Personally, I try to echelon my forces in Warsaw Pact style and keep a battalion (or company if the scenario is smaller) ready in a location to "reinforce success". Yep, this game is from IKS. It's a pretty big community, so there's constantly some kind of game starting. Several get posted every week. I'm really having a blast, so I recommend it. Yeah, it was just text. Now that you guys liked the text more, I've plotted it on a map. I'm definitely feeling a lot better about this one.
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# ? Jan 20, 2024 22:49 |
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It looks a lot better. Such a juicy road running from Königsfeld to Poxdorf though. You're making me real invested in finding out how poo poo actually goes down. Please do share.
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# ? Jan 20, 2024 23:06 |
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Orange Devil posted:It looks a lot better. Such a juicy road running from Königsfeld to Poxdorf though. Will do! Note the game will probably last several months, since usually players have about 24 hours to submit orders, and umpires usually resolve a turn within 48 hours. So, when each turn represents 45-ish minutes in the scenario, that adds up quickly. Also I just realized the first turn starts on February 19th. I guess I got a bit too excited and carried away. Zeppelin Insanity has issued a correction as of 23:15 on Jan 20, 2024 |
# ? Jan 20, 2024 23:09 |
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*Zepplein Insanity rips off mask, revealing Yevgeny Nikiforov*: "IT WAS ME, ALL ALONG"
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# ? Jan 21, 2024 00:04 |
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Tankbuster posted:given that the recent warscape 2 editor happened because CA helped the modders, I would say no they weren't afraid of modders eating their lunch. Its absolutely something people who don't make mods say. Loading in custom models was a slightly more difficult method that was also eventually solved by modders. Its just that the modders who made the GCCM campaign map addons are far less active during warhammer 3. At the same time, the pipeline for adding custom animations/actual new sounds/UI elements etc is far more refined so people like making their bleep bloop models and putting them into the game. afaik a lot of the decline in mod support in games has been mostly pushed from the corporate level because robust mod supply makes it harder to make artificial markets with horse armor kinda dlc kind of a minor distinction but imo makes sense if you look at how with most titles that've slipped backwards it's more of an absence of support or planned flexibility than intentional lockout
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# ? Jan 21, 2024 00:34 |
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Well, it gives you time to start work on the artillery fire plan
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# ? Jan 21, 2024 00:38 |
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Zeppelin Insanity, all this planning is bullshit. Just charge forward with sufficient elan and everything will work itself out. If it doesn't work out, then obviously the enlisted lacked sufficient elan and you as an officer can't be held responsible for that.
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# ? Jan 21, 2024 00:48 |
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1stGear posted:Zeppelin Insanity, all this planning is bullshit. Just charge forward with sufficient elan and everything will work itself out. If it doesn't work out, then obviously the enlisted lacked sufficient elan and you as an officer can't be held responsible for that. We need to know the percentage of officers in 79th Guards Tank Division from the Ukrainian SSR.
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# ? Jan 21, 2024 01:18 |
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FirstnameLastname posted:afaik a lot of the decline in mod support in games has been mostly pushed from the corporate level because robust mod supply makes it harder to make artificial markets with horse armor kinda dlc The companies that promoted mods have kept promoting mods. Its a lot of commonsense knowledge that devs have come out and refuted later on. There's a lot of middleware necessary in making videogames now which has the effect of raising both the fidelity of the base game and requiring tools more advanced than blender/mspaint. It's a double whammy for modders because you now need to make stuff at higher levels of fidelity (requiring more of your limited time) and have the necessary middleware + assorted plugins to emulate the workflow of the devs. Despite being much more mod friendly than older paradox games, the latest batch of Vicky/CK3 games have a lot more time and effort required to port in high quality modder made assets. It took modders until warhammer total war 2 to rebuild the "import external models into the game" system by reverse engineering it. Bethesda by contrast just has you drag and drop the models files directly into the game's equivalent of the game toolset. For a game like rimworld, which has the best of both worlds with a very stable way to add mods and generally lower fidelity assets, people love cranking out cool poo poo for their characters to wear and make - without even going into something like scripting. FWIW, CA and Paradox love exposing more stuff to be directly tweakable by the modders, which is really good.
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# ? Jan 21, 2024 01:31 |
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Zeppelin Insanity posted:Will do! Note the game will probably last several months, since usually players have about 24 hours to submit orders, and umpires usually resolve a turn within 48 hours. So, when each turn represents 45-ish minutes in the scenario, that adds up quickly. Also I just realized the first turn starts on February 19th. I guess I got a bit too excited and carried away. That should give you plenty of time to finish all your assigned background reading.
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# ? Jan 21, 2024 08:00 |
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lmao the guys who made Vietnam '68 and Afghanistan 2011 have released the third game in the series, and it's a loving South African Border War game in which you play the South African apartheid state attempting to put down the pro-independence movement in their colonial frontier
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# ? Jan 21, 2024 08:44 |
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Mister Bates posted:lmao the guys who made Vietnam '68 and Afghanistan 2011 have released the third game in the series, and it's a loving South African Border War game in which you play the South African apartheid state attempting to put down the pro-independence movement in their colonial frontier That's certainly a way to remove all pretense about the mindset of your first two games, which otherwise had some plausible deniability
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# ? Jan 21, 2024 08:47 |
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Afghanistan 2011 was so incredibly tone-deaf that it was possible to mistake it for a deliberate anti-war statement, a dark satire in which you are forced to repeat all of the mistakes that led to the US losing the war in real life, doomed to fail because there is no option available to you but failure but nope lol the developers were being completely sincere and they're just Nazis
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# ? Jan 21, 2024 09:09 |
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Mister Bates posted:Afghanistan 2011 was so incredibly tone-deaf that it was possible to mistake it for a deliberate anti-war statement, a dark satire in which you are forced to repeat all of the mistakes that led to the US losing the war in real life, doomed to fail because there is no option available to you but failure game four will be about the al-aqsa flood and how frustrating it is that precision bombing the whole city and rooting out the legitimate terrorist headquarters underneath the hospitals does nothing but trigger the icj court hearing on you
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# ? Jan 21, 2024 09:42 |
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they are a south african dev team lol...you should have known better
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# ? Jan 21, 2024 09:42 |
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Mister Bates posted:Afghanistan 2011 was so incredibly tone-deaf that it was possible to mistake it for a deliberate anti-war statement, a dark satire in which you are forced to repeat all of the mistakes that led to the US losing the war in real life, doomed to fail because there is no option available to you but failure Some rando on Steam posted:As an OEF/OIF veteran I really want to like this game, truely I do. However, it isn't so much a wargame, tactical, operational or otherwise as it is a LOGCAP one. You'll spend more time conducting ReSupp missions to your FOB's and units in the field than actually engaging in COIN operations, which eventually becomes the sole focus of your playtime. I understand that this game mechanic is meant to be a sort of juggling act but it simply consumes far too much gameplay time. Edit: Also, the first command cycle of my Flashpoint Campaigns: Southern Storm PBEM game finished up - already have some screenshots and a draft post. Figured I'd effort post the scenario as I play through it as there seems to be some interest in that game. BadOptics has issued a correction as of 10:05 on Jan 21, 2024 |
# ? Jan 21, 2024 10:00 |
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Very strong “we had to destroy the village to save it” energy from that review
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# ? Jan 21, 2024 10:08 |
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I'm doing a narrative LP on a hex-n-counter for the invasion of crete if people are interested in checking it out.
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# ? Jan 21, 2024 11:48 |
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BadOptics posted:Edit: Also, the first command cycle of my Flashpoint Campaigns: Southern Storm PBEM game finished up - already have some screenshots and a draft post. Figured I'd effort post the scenario as I play through it as there seems to be some interest in that game. Hell yeah, please do.
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# ? Jan 21, 2024 14:14 |
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# ? May 24, 2024 03:33 |
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Tekopo posted:I'm doing a narrative LP on a hex-n-counter for the invasion of crete if people are interested in checking it out. Oh cool looks interesting
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# ? Jan 21, 2024 14:28 |