Furia
04-21-2007, 09:02 AM
Gentlemen.
After many hours editing, testing, calculating... I have the pleasure to announce that my first long endurance scenario TOTAL WAR is almost completed.
The idea is to have a naval combat that starts with both side with total room to define tactics, strategies, movements......
Thye Operations area ranges about 150 NM surrounded by islands.
Blue side (NATO allies) owns this sea and the martitime trading on it is of paramount importance for them.
They have 5 harbours on the region plus an airport. Merchant traffic routes connecting those harbours are very active.
Red side (Russia and China) at war with Blue side, need to isloate those harbours and cut the vital maritime trading between them. The objective for Red side would be to destroy a specific number of those merchant vessels.
However Red captains will have almost hands free on the way to do so.
They can torpedo, missile or even use mines or spec ops to accomplish that.
They will start on dynamic locations away from enemy harbours or trading routes and they must decide how to employ forces, wich are of operations is more suitable and run unrestricted warfare againts the Blue side.
They can even use Land Attack missiles to neutralize any instalation that they may consider would give them tactical advantage.
On this scenario players would be forced to move at speed since distances to cover would be large, however Blue ASW forces are very thin for such large operations area and Blue side will be forced to define team tactics and "guess" the red side planning since proper deployement of the limited assets would be critical for victory.
This scenario is not of those that after 2 hours fighting you have barely moved 3nm and fired 1 torpedo.
Here our assets will have to steam or fly many miles and surely deliver many weapons.
The escenario is ranged to last a minimum 4 hours although it can be less or much more. This will be up to the players and how they choose to fight.
Red side have the upper hand since they have a really large scenario to operate and no time limitations.
Their objective is to enter the Blue Side waters and create havok. They decide how and when.
I am working on separate Intel briefing for both sides and I will post here soon some maps of the operations area so you can start gauging the strategies to use.
Actually we do have the following controllable units per team.
Red team
AKULA II
Kilo Improved (Klub capable)
Blue team
1 FFG
1 Seawolf
1 P-3 Orion
1 MH-60 Helicopter
There are many AI units on the scenario but I balanced it in such a way that the definitive outcome is based on human players combat. Althoug I cannot promise that is one makes a mistake, an AI engages him and kill him. AI are part of the scenario and surely influence it.
However for this scenario to be a success we do need a number of capable and dedicated players that are willing to fight a naval combat where you do not only have to refine a target solution and fire but where you have to move, search for targtes on a large sea area, and be patient. Players that like realism and that have the time for such combat.
I believe this is the best scenario I have made so far but it is up to you to judge so.
I am initially aiming for this match to take place by Saturday 5th May at around 1700GMT/ zulu that is 1900 CET.
However since this scenario requires more time than others I am willing to consider other scheduling if requested.
All players will meet 15 minutes prior to game start in the CADC FlashChat (Under Quicklinks). There you will get the IP for the game and further necessary information.
Gentlemen, I had intended to merge our experiences playing Fleet Command, and Silent Hunter into one scenario where the skippers can prove their ability making tactical decisions.
More coming soon. Stay tunned....
NOTE. I have changed the Scheduling in order to accomodate some request of some players since they will not be avalaible on the initial date
After many hours editing, testing, calculating... I have the pleasure to announce that my first long endurance scenario TOTAL WAR is almost completed.
The idea is to have a naval combat that starts with both side with total room to define tactics, strategies, movements......
Thye Operations area ranges about 150 NM surrounded by islands.
Blue side (NATO allies) owns this sea and the martitime trading on it is of paramount importance for them.
They have 5 harbours on the region plus an airport. Merchant traffic routes connecting those harbours are very active.
Red side (Russia and China) at war with Blue side, need to isloate those harbours and cut the vital maritime trading between them. The objective for Red side would be to destroy a specific number of those merchant vessels.
However Red captains will have almost hands free on the way to do so.
They can torpedo, missile or even use mines or spec ops to accomplish that.
They will start on dynamic locations away from enemy harbours or trading routes and they must decide how to employ forces, wich are of operations is more suitable and run unrestricted warfare againts the Blue side.
They can even use Land Attack missiles to neutralize any instalation that they may consider would give them tactical advantage.
On this scenario players would be forced to move at speed since distances to cover would be large, however Blue ASW forces are very thin for such large operations area and Blue side will be forced to define team tactics and "guess" the red side planning since proper deployement of the limited assets would be critical for victory.
This scenario is not of those that after 2 hours fighting you have barely moved 3nm and fired 1 torpedo.
Here our assets will have to steam or fly many miles and surely deliver many weapons.
The escenario is ranged to last a minimum 4 hours although it can be less or much more. This will be up to the players and how they choose to fight.
Red side have the upper hand since they have a really large scenario to operate and no time limitations.
Their objective is to enter the Blue Side waters and create havok. They decide how and when.
I am working on separate Intel briefing for both sides and I will post here soon some maps of the operations area so you can start gauging the strategies to use.
Actually we do have the following controllable units per team.
Red team
AKULA II
Kilo Improved (Klub capable)
Blue team
1 FFG
1 Seawolf
1 P-3 Orion
1 MH-60 Helicopter
There are many AI units on the scenario but I balanced it in such a way that the definitive outcome is based on human players combat. Althoug I cannot promise that is one makes a mistake, an AI engages him and kill him. AI are part of the scenario and surely influence it.
However for this scenario to be a success we do need a number of capable and dedicated players that are willing to fight a naval combat where you do not only have to refine a target solution and fire but where you have to move, search for targtes on a large sea area, and be patient. Players that like realism and that have the time for such combat.
I believe this is the best scenario I have made so far but it is up to you to judge so.
I am initially aiming for this match to take place by Saturday 5th May at around 1700GMT/ zulu that is 1900 CET.
However since this scenario requires more time than others I am willing to consider other scheduling if requested.
All players will meet 15 minutes prior to game start in the CADC FlashChat (Under Quicklinks). There you will get the IP for the game and further necessary information.
Gentlemen, I had intended to merge our experiences playing Fleet Command, and Silent Hunter into one scenario where the skippers can prove their ability making tactical decisions.
More coming soon. Stay tunned....
NOTE. I have changed the Scheduling in order to accomodate some request of some players since they will not be avalaible on the initial date