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View Full Version : TOTAL WAR!!! Large scenario.



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

Furia
04-21-2007, 10:34 AM
Here is the scenario area and some "intel"

http://menorca.infotelecom.es/~raulurbina/FFG/Total%20War.JPG



RED Side Subs start outisde the Neal's Sea on dynamic start points that change every time the scenario is played but that are located on the entrances of the Sea.

Blue Side FFG and Seawolf start scenario docked at Punt Prima Harbour Naval Base. The P-3 Starts mission at Orion Field Naval Air Station located near Porto Spain.

Each harbour is defended somehow although not really strong.

Radio messages will keep players informed about "new events" or taskings as they happen. This is specially important for submarines that needs as much information as possible.
A significant missing tasking would be genrated during the combat so it is important to keep an eye on Radio messages.

Merchant ships are connecting the 5 harbours but using irregular routing.

Enviromental conditions would be:

Overcast
Sea State 4
Converge zone
Rock bottom

Red side has authorization to engage any target with the exception of any Civilian passenger transport being penalized in case they sink one of them, so positive identification of ever target is a must.

More to follow.......

Furia
04-24-2007, 05:49 AM
Red Navy Intelligence Briefing



Political Situation

Red Navy as you know is at war against Blue Navy.
Red Navy consists on Russian Federation and People ’s Republic of China Naval assets.

Red Navy is actually deploying on an offensive posture in order to prevent Blue Navy industrial grow based on maritime trading.

Is of paramount importance that Blue Navy maritime trading lines between its harbours are cut before Blue Navy industry can increase its military production.

Military Situation
Due to large deployment commitments in other areas of operations, Blue Navy ASW assets on Blue Sea are thin at this moment.
So far our Intelligence has located one FFG and one Seawolf Class SSN based on Punta Prima Harbour and some air activity in Orion Field.
Blue Navy Merchant Traffic is constantly connecting the Blue Sea 5 harbours or Naval Bases.

For this operation we have assembled Task Force Nail, consisting on an Akula II SSN from Russian federation and one Kilo Class SSK (Klub Capable) from People’s Republic of China.

The mission of Task Force Nail would consist on entering Blue Sea through one of its Straits and conduct unrestricted Naval Warfare against Blue side Maritime trade, naval units or any installation that may pose strategic significance.
Primary Objective would be maximum destruction of Merchant Traffic.

We have unconfirmed reports of Blue Navy assembling a high Value Military Convoy in one of its harbours. More information about it would be transmitted to you via Radio.

Blue Navy Harbour Defence seems to be light although we cannot disregard some light minefields on some strategic points.

ROE

Any Blue navy unit, be Naval or Merchant would be considered hostile and can be engaged.
DO NOT engage any Passenger ship or small units such Fishing vessels since this would be against International Law and would create serious troubles for Red Navy International relations and alliances.
You are also clear to engage any ground installations that you may consider of strategic value although never jeopardizing your primary mission of destroying Maritime trade.

You are cleared to load and use any weapon on your inventory, since Torpedoes to Missiles or Spec Ops units.

Operation Zeus

Intelligence have information about Blue Navy Air Defence Command Centre (SONALYST Building) being in some location of West Coast of Isla del Rey.
Naval Aviation Command will have available one Maritime Patrol IL-38 aircraft outside the operations area that in case you are able to destroy Blue Navy Air defence Command, it will enter Blue Sea and will provide you accurate link information about Blue Navy units, merchant and Naval, in order to help you to locate and destroy such traffic.

Game notes

This scenario is designed to take several hours to be completed.
Red Navy units will start on random locations every time the game is launched. They are to be at any of the entrances of Blue Sea or in Loyalty Bay
It is very important to keep track of Radio Communications since additional Tasking or relevant Intel Information would be transmitted by HQ to both sides units regularly.

There are no time limitations for this scenario. The objective is to keep the safe passage of the merchant and military vessels during the match.
Victory is achieved by sinking at least 5 Merchant or Military Transport ships and evading during 30 minutes after the last sinking while at least one unit of Red navy is alive and controlled by Human

Defeat is considered when the match is played and the primary objective of destroying the required maritime Trade is not achieved, no matter if other secondary objectives or naval units are destroyed.

This scenario is designed so players can manoeuvre naval units in a more realistic way, travelling distances in order to reach combat area and having time to evade enemy reaction.

Furia
04-24-2007, 05:54 AM
Blue Navy Intelligence Briefing

Political Situation.

As you know, Blue Navy is officially at war with Red Navy.

Blue Navy has the support of all the NATO members and allied countries while Red Navy has the support of Russian Federation and China.
Blue Navy is actually on a Defensive posture trying to reinforce its production industry by increasing the maritime trade between its main harbours.
The security of this vital trade line is of paramount importance for Blue Navy and traffic lines must keep open at all costs.

Military Situation

Blue Navy ASW forces are not as much strong as desired due the necessary deployments of our forces to other conflict areas thus at this moment, besides the customary local harbour defence, we have on the theatre just one FFG with her helicopters, one SSN Seawolf Class and one Maritime Patrol aircraft P-3.
Those forces are assembled into Task Force Hammer with the sole tasking of ensuring safe passage to all merchant and military maritime traffic on the Blue Sea.

ROE

Any Red side unit detected and positively identify can be considered HOSTILE and thus be engaged and destroyed.
Extreme caution with the use of weapons since Blue Sea waters are transited by many merchant ships.


Available Resources

Currently we have available one main Naval Air Station. Orion Field, located South of Porto Cristo.
Each Harbour has a helipad where helicopters can refuel and rearm
Harbour defences consist on some limited minefields in some cases and some light Frigates from allied nations.

An Air Defence Command Centre has been established on the West coast of Isla del Rey. This Air Defence Command Centre prevents the enemy to employ any air assets on our Operations area and thus should be protected from identification and attack. (SONALYST Building)

Operation Dumbo

In order to reinforce our thing ASW defences an small task force, Dumbo, is gathering in one of our harbours consisting in one Supply ship and some escort with the mission of laying a sonobuoy line connecting the 5 harbours of the Blue Navy on the Blues Sea. As soon as the Supply ship reach the last harbour on the route, this sonobuoy line will become operative all along the route travelled by the Task Force Dumbo.
We believe that with this sonobuoy line operative even with our limited ASW resources on the area, we will be able to ensure safety for all our maritime trade and that we will be able to eliminate any subsurface menace from the Red Navy.
Is then very important to ensure the security of Task Force Dumbo, because the destruction of the Tender ship before it completes the route, will render the sonobuoy line inoperative.

Game notes

This scenario is designed to take several hours to be completed.
Red Navy units will start on random locations every time the game is launched. They are to be at any of the entrances of Blue Sea or in Loyalty Bay.

It is very important to keep track of Radio Communications since additional Tasking or relevant Intel Information would be transmitted by HQ to both sides units regularly.

There are no time limitations for this scenario. The objective is to keep the safe passage of the merchant and military vessels during the match.

Victory is achieved either by sinking the 2 units of Red Navy or by accepting their surrender if they declare themselves unable to achieve their objective or they quit.

Blue side would be considered defeated if more 5 or more merchant or military supply vessels are destroyed during this operation and after 30 minutes from the last merchant sinking any Red Navy unit is still alive.
It is advisable that a Team leader (preferably the FFG or the P-3) is appointed for Task Force Hammer in order to coordinate the ASW effort since Blue Forces would be really thin to cover such large Operations area. Teamwork is a must for Blue Navy in order to achieve victory.

This scenario is designed so players can manoeuvre naval units in a more realistic way, travelling distances in order to reach combat area and having time to evade enemy reaction.

Molon Labe
04-25-2007, 12:26 PM
Admin note:

Discussion of balance issues moved to http://www.commanders-academy.com/forum/showthread.php?t=9390

Furia
05-02-2007, 07:33 AM
Looks like we have a team for this scenario already.

Form what I see and pending that Oneshoot and Matahari fully confirm their presence we have the following assignements:

RED NAVY
AKULA II. Molon Labe
KILO (I). Fatty


BLUE NAVY
FFG. Furia
MH-60. Mattahari
P-3. Oneshoot
Seawolf. LoupJr

We will meet before the match on this very forum flashchat at about 1645 GMT or 1845 CET. Please try to be sharp on time.
As usual we will play with Sonalyst patch 1.04 and LWAMI 3.08.
No other mods or changes please.

I suggest you take a look at the Intel and briefing here to get an idea about your strategy and weapons to be loaded for this match.
I will make the latest update for intel and maps later today so stay tunned.

This promises to be a very interesting event.:cool: