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Script and campaign scenery / Alternate history
Script and campaign scenery / Alternate history
This is the place where we must write the scenery/Novel of the camapaign. This is a very important and crucial activity for the early stages of the project and we must take into consideration all parameters related with the later designing phase of the project. The most important thing is to relate the commanding level (army size) with the appropriate historical events/battles. We also have to take into consideration a connectivity factor between the various mission types and also a logical evolution of events. http://www.screamingeaglesthroughtime.com/id88.html http://www.gruntonline.com/TheWar/the_war.htm http://www.vfw.org/magazine/aug97/38.shtml http://www.war-stories.com/ http://www.geocities.com/Pentagon/7963/sontay.htm |
Re: Script and campaign scenery / Alternate histor
I have been thinking about thisa little. Maybe we should develop a character and simulate his journey through the standard 1 year tour of duty in Vietnam. We could always have him come back say in a year or so for another tour in a different position.
For example; Character shows up in Vietnam as a 2nd Lt. (Platoon Leader) and goes through a 1 year tour. Promoted to 1st Lt. during this time. Goes back to the states for a couple months/1 year. Promoted to Captain during this time. Goes back to Nam as Company Commander. Does his 1 year tour and then back to the states. Promoted to Major (say while assigned to an Academy (War College, etc) as an instructor. Over time he is promoted to Major, then Lt. Col. Upon promotion to Lt. Col goes back to Nam as Battalion Commander. We could ID 3 major operations/campaigns during in Vietnam that we could believably fit his character into. Then use those 3 campaigns/time frames to break the overall project out into. We would thoroughly research each and build them as seperate Campaigns. Then concentrate on building each. |
Re: Script and campaign scenery / Alternate histor
Hi DD,
and welcome to everyone! http://forum.shrapnelgames.com/images/smilies/happy.gif Nice ideas there, but this mean that we have to do 3 independent campaigns (1 small, 1 medium and 1 large), instead of one. If you take account the amount of time to make 1 complete campaign or 3 part-time campaigns, it is almost the same. On the other hand, one of the strong elements of a campaign is the building and evolution of the core force in addition with the fact that a player becomes sentimentally attached with his core force. So, in the evolution of the campaign the player will try to protect his experienced troops (1st platoon) and he will have a core army with different experience levels (he will command veterans and rookies). On the other hand what you propose is better from historical accuracy and way more easily from script point of view. Look, what I suggest... We do both ways! We start with the synthesis of complete campaign and then by using the theatre of operations (maps, info etc) we split the campaign to smaller parts. There is also another possibility... The platoon will start as a "platoon"... US military advisors or Special Operation team in the early years of the conflict... and then in the theatre of Operations No2 they will be attached to Company (serving in another theatre of Operations ToO). Then all this formation in the next ToO will be transferred as an attachment to a battalion fighting in the new ToO. This way we may still keep a certain degree of historical accuracy by taking into consideration the actual units that fought in certain major battles with only a minimal addition of an independent attachment of for example a platoon in a company, and a company in a battalion. I think such small modifications won't heart the historical accuracy of a complete campaign (and the gameplay benefits are very important). The player not only will have the opportunity to experience the progressive increase in the level of command (Platoon then Company then Battalion then Reinforced Battalion), but in addition he won't lose his interest from playing the campaign (this usually happens when a player is playing several battles with the same core force). Anyway, I agree with you. It is very easy to make it both ways, 1 complete and 3 smaller part-time campaigns. |
Re: Script and campaign scenery / Alternate histor
As you say 1 campaign would probably be best. Maybe this base one could be used to set the stage for a 2nd and 3rd Campaign to be added later (should it be desired) as sequals like books in a series. Each time the character comes back in a different part of the War with a different rank/unit. What we will do this time is build the 1st "book".
To start, a new Lt. arriving for his tour. When, where and with who? |
Re: Script and campaign scenery / Alternate histor
...and here the story begins... LOL http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Script and campaign scenery / Alternate histor
Been thinking about the feel and mood of the campaign too. Sofar i've come up with 5 different possible concepts for the campaign:
1) regular army security operations. This would be what the bulk of the combat forces would have been engaged in for most of the time (think Tour of duty). Emphasis would be on dense terrain (lots of jungle), guerilla style combat, probably more defensive in nature (from US pov), opponents mostly VC. ME's and advance/delays mostly? 2) Marines near the border with north Vietnam. This would be more akin to regular combat operations instead of guerilla style. Terrain would be more open and the adversaries would mainly be NVA. More assaults/defends? 3) Airmobile operations. This offers a great variety in possible conditions, but is primairily an offensive tool so advances, assaults and ME's seem more likely scenario's. 4) Mekong delta patrols. Lot's of patrol boats, hovercrafts etc, and maps with lots of 'wet terrain'. The craft would act as a sort of light armor and transport at the same time. Opponents would almost exclusively be VC, assault and defend scenario's seem less plausible here (due to terrain). 5) special forces operations. Not really what I think would best suit this campaign but it's an option. Lot's of options for scenario's here. Comments and criticism welcome! Remco |
Re: Script and campaign scenery / Alternate histor
Welcome Remco,
We must take account 2 very important parameters: 1. The Increase in the level of command with each new Theatre of Operations 2. Historical accuracy in each Theatre of Operations (concerning the units involved) Based on these parameters I try to find the best type of unit to fit the platoon (or couple of platoons) force size. For the moment (since this have to be in the early era of the conflict), I am trying to see how the "special forces" type may fit, in the type of cover operations combat. This will be historically accurate and may still be playable due to the nature of operations. Then, in the next Theatre of Operations No2 this platton may be attached to the new selection (company level). What could be this selection? Could this selection (company) be a regular army company or could it be an airborne company? In addition, the attachment of a lonely special forces platoon to this company command level won't harm the historical accuracy (on the contrary, I think this was a fact in the A SHAU valley). In the third Theatre of operations the force connectivity issue will be more difficult. We should connect this (for example) Airborne Company to a Battalion (as attachment?). But in the bottom line, my opinion is that we shouldn't sacrifice the gameplay part of the campaign for achieving a 100% historical accuracy. http://forum.shrapnelgames.com/images/smilies/wink.gif What would happened if for example the core force was open (free)? Don't worry my friend Remco, we will make several versions of this project. Once the structure is complete (maps, coding, mission types etc...) any modification (even in the core force) won't be a problem. |
Re: Script and campaign scenery / Alternate histor
For the Platoon (platoons) level of command (theatre of Operations) ToO No1, I propose:
Nam Dong, Lang Vei, Dak To, A Shau, Plei Mei - these were just some of the places Special Forces troops fought and died for during their 14-year stay in South Vietnam. It was a stay that began in June 1956 when the original 16 members of the 14th Special Forces Operational Detachment entered Vietnam to train a cadre of indigenous Vietnamese Special Forces teams. In that same year, on October 21, the first American soldier died in Vietnam - Captain Harry G. Cramer Jr. of the 14th SFOD. Throughout the remainder of the 1950s and early 1960s, the number of Special Forces military advisors in Vietnam increased steadily. Their responsibility was to train South Vietnamese soldiers in the art of counterinsurgency and to mold various native tribes into a credible, anti-communist threat. During the early years, elements from the different Special Forces groups were involved in advising the South Vietnamese. But in September 1964, the first step was taken in making Vietnam the exclusive operational province of 5th Group when it set up its provisional headquarters in Nha Trang. Six months later in February, Nha Trang became the 5th's permanent headquarters. From that point, Vietnam was mainly the 5th's show until 1971 when it returned to Fort Bragg. http://www.globalsecurity.org/milita...c-history4.htm AFTER ACTION REPORTS 163 pages of after action reports. Reports include: After Action Report for 5th Special Forces Group - February 17, 1963: This Report covers the establishment of Civilian Irregular Defense Group. After Action Report for Operation CORONADO X, January 18 through February 12, 1968: Just before the 1968 lunar new year (Tet) truce, the 2nd Brigade of the 9th Infantry Division launched riverine operations in the marshlands of the Mekong Delta under the code name CORONADO X. An Army-Navy mobile riverine force searched out the Viet Cong's main force and local battalions in a combination of riverine, search and destroy, patrolling, and interdiction operations. When the Viet Cong violated the temporary truce by attacking eight major cities in the delta, the mission of the mobile riverine force was refocused toward crushing the Tet offensive. In Operation CORONADO X new equipment and techniques had to be developed for tactical mobility and fire support in the delta area, where conventional techniques were only marginally effective. The terrain was, for the most part, inundated. Swamps, rice paddies, irrigation ditches, rivers, and canals, while inhibiting the mobility of regular U.S. forces, had been used to advantage by the enemy. http://www.specialoperations.com/His...m/Default.html http://newark.rutgers.edu/~natalieb/vietnam.htm http://www.militaryunits.com/vietnam.htm |
Re: Script and campaign scenery / Alternate histor
Nothing against special forces, on the contrary. The main reason I felt it might not best suit this campaign as the base formation is because that there already is a campaing that starts out like that if I'm not mistaken (your greek campaign).
Also special forces already start out at high experience levels and I would prefer to see the troops start out 'green' and advance to 'special' status. With enough experience, regular forces can act much like special forces. I don't mean the entire campaing to be limited to just one of the different option I suggested, a combination can work just fine. For example the airmobile and Mekong delta concepts work better at the lower end (platoon and company size core force) while the marines v NVA regular battles work better at the larger end (company and battallion sized core force). I can easily imagine the core formation advancing through the different concepts (from patrolling to airmobile operations to large scale battles). Personally I like the Mekong idea because it can offer something quite new, the use of boats as more than just off shore support weapons. Don't worry about criticizing or shooting holes in my ideas, I'm just thinking out loud here. Just throwing things out there and see where they lead. I'm trying to get a better feel of what this campaign is going to be like (and trying to look at it from an end-users point of view). Remco |
Re: Script and campaign scenery / Alternate histor
Ok, here's a couple of random thoughts:
-Marine campaign: I think we should scrap the idea right away, they fought only in I CTZ (execpt for a few SLF ops) which offers very few changes of scenery and no connection possible with army units. So go for either : -An "elite" unit campaign, airborne-oriented. It could start in the 1st Cav 1965-66 in II CTZ with battle in the highlands of Nam (Ia Drang) and the Coastal province of Binh Dinh (Op. Masher etc...), then switch to the 173d Airborne Brigade (1966-1967) with the major operations around Saigon III CTZ (Attleboro, Cedar Falls, Junction City - we could even squeeze the sole major airborne drop of the war here), then I CTZ and the 101st Airborne and the A Shau valley campaign of 1968-69. -A Grunt campaign, with the likes of the 4th Infantry in the Highlands, the 25th Infantry around Saigon and the 9th Infantry in the Delta (which would offer a great variety of terrain and ops - but maybe with less appeal) but maybe I'm wrong to articualte this campaign around three tours of service? |
Re: Script and campaign scenery / Alternate histor
I must admit that my knowledge of the conflict in Vietnam isnt that amazing. I know the basics, the larger battles/offensives and some units, but its not much. I will however offer thoughts on what could be included in the campaign. I liked what I have read here so far, but here is my take.
The beginning could be that a base should be established and the garrison force the players platoon) is asigned to control the area around it. My idea is that this could easily be used as a warmup for the player. Each "battle" doesnt need to be a real battle, some shoots should be fired and then the enemy would retreat and the mission would end. What I have understood much of the missions conducted must have felt rather repetetive The same trail was patrolled, the same village was visited etc. The patrol-zones could then increas as well as enemy contacts. The decision will then be made to stay back and defend the base when the commander fears that the enemy is prepearing for an attack. This is all hyped up in the briefing and the player is waiting for hordes of VC storming through the treeline. Uncertainty I also see as an important element in a Vietnam campaign, you hardly ever see the enemy (you hardly ever see anything else in the dense jungle for that matter). You dont know when/where you are going to be attacked and the intel is always lacking. Why not implement this as well? The long feared attack never arrives, there is a probe one night but nothing more. The player will get careless on his following mission, then one day just happen to stumble right into a entire NVA company. The campaign could then accelerate from there with more intense battles, until it suddenly calms down again and the enemy is nowhere to be found. Instead the player will act as an escort to some engineer units being ferried up some river in patrol boats. They are tasked to setup a defensive permitier around a bridge while the engineers try to figure out if the bridge is sturdy enough for tanks. Then again out of the blue the enemy can come crashing in. Artillery and armoured infantry and the spearhead of some famous invasion, and the player have yet again proved that he has a nack to be in the wrong place at the wrong time. Anyway, I am just brainstorming but I hope that someone gets the idea. The missions vary from being a piece of cake to total mayhem, but in a sensible manner. There could be small signs that something is about to happen. The storyline could suggest something as well as different units encountered would raise suspission (what is a NVA FO doing this far south of the border?). |
Re: Script and campaign scenery / Alternate histor
Gentlemen,
It may be better if anyone (who is interested) could design a script including the evolution of the core army in relation with the operations/battles/locations. Then we may speak on real facts http://forum.shrapnelgames.com/images/smilies/happy.gif cheers, |
Re: Script and campaign scenery / Alternate histor
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Re: Script and campaign scenery / Alternate histor
Stephane,
By script I mean that first you should specify a precise theatre of operations/location and a precise military formation (type, size, name, etc...). Then you should name the historical operations/battles in which this formation will participate for the specified zone of operations. Then you should specify the evolution of this formation (if any) and you should relate this evolution with locations and historical battles that will follow (up to the last scenario of the campaign). cheers, |
Re: Script and campaign scenery / Alternate histor
Like otehr's I have a little knowledge of Nam. About the only detailed book I've read is "We Where soldiers.."
I would say Airmobile, as the huey is THE most percived comon image from nam. and it also opens us up to the fun of the following. Random Idea: Plus also we could include an appocylpse now mission, as the aircav scenes where, I belive, ment to be bassed on the 1st aircav and Hal More... |
Re: Script and campaign scenery / Alternate histor
My knowledge too is limited, but I`m sure I can learn fast http://forum.shrapnelgames.com/images/smilies/wink.gif
From a players point of view, whilst I would agree that the huey is the most "popular" image of Vietnam, the ability to play the more obscure (riverine, SF etc) would appeal. One niave thought. Would/could someone be "transfered/promoted" to a different arm of the forces? Eg, start in SF, does so well that a transfer is made to riverine so they could use skills learnt by the ex SF soldier? The story could then develop further... |
Re: Script and campaign scenery / Alternate histor
Welcome Paul,Pergite and welcome Listy http://forum.shrapnelgames.com/images/smilies/happy.gif
In my first attempt to create a valid script based on the idea of evolving army group (from platoon to company size) I came up with this: The campaign start with the camp of Plei Me and the player takes command of the 12 men special forces. In this first theatre of operations (little-introductory) the player will play several EASY small mission in order to get familiarized with the game. Then the historical battle (seige of plei Me) will occur and there will be the transition to the next theatre of operations by a very historical way. After the seige of plei Me then 12 men special forces will be attached to a 1 cav company. Check this out: The Plei Me Siege and Opening of the 1st CAV Pleiku Campaign In the late summer and fall of 1965, the PAVN B-3 Front is established in the Central Highlands of Vietnam under command of Brig Gen Chu Huy Man. Gen Man has tactical and administrative control over both People's Army (North Vietnamese) and Viet Cong units. The PAVN units are the 320th, 33rd, and 66th Regiments. Gen Man is charged with the mission of bringing the new high tech 1st CAV Division to battle; learn how it fights with airmobile tactics and new modern gear; and put this into writing for dissemination to all PAVN and Viet Cong units. To record this information as it is gathered in battle, Lt Col Hoang Phuong, a historian, is to debrief PAVN commanders after battles occur. In October, the 33rd Regt attacks Plei Me Special Forces Camp approximately 40 miles south of Pleiku City in the Pleiku Province. Plei Me is garrisoned with a 12 man US Special Forces Team and 350 Montagnard mercenaries. The siege continues for several days. An Army of Vietnam relief force is sent out from Pleiku and is ambushed enroute by the PAVN 32nd Regt. 1st CAV Artillery supports the ARVN column and the ambushers are beaten off, and the siege is lifted. The 1st CAV Division is then committed in late October to find and destroy the defeated enemy. The 1st Brigade pursues the withdrawing enemy force over a very large area south and west of Pleiku City and west of Plei Me. It harasses and hounds the 33rd into the eastern area of the Ia Drang Valley. The two most significant events are the capture of a PAVN Field Hospital on Nov 1st along with numerous troops, weapons, and enemy documents; and the ambush of a unit of the fresh 66th Regt along the Ia Drang River in the western area of the Valley. http://www.lzxray.com/plei_photo.jpg Vietnam The division went home in 1965, but only long enough to be reorganized and prepared for a new mission. Within 90 days of becoming the Army's first air mobile division, the First Team was back in combat as the first fully committed division of the Vietnam War. Their first real combat test came during the Pleiku campaign ; 35 days of continuous air mobile operations beginning October 29, 1965. The troopers destroyed two of the three regiments of a North Vietnamese Division, earning the first Presidential Unit Citation given to a division in Vietnam. The division began 1968 by terminating Operation Pershing, the longest of the 1st Cav's Vietnam actions. For nearly a year the division scoured the Bong Son plain, An Lo valley and the hills of coastal II Corps, seeking out enemy units and their sanctuaries. When the operation ended on January 21, the enemy had lost 5,401 soldiers and 2,400 enemy soldiers had been detained. Some 1,300 individual and 137 crew served weapons had been captured or destroyed. Moving to I Corps, Vietnam's northern most tactical zone, the division set up Camp Evans for their new base camp. In late January, the enemy launched the Tet Offensive, a major effort to overrun South Vietnam. Some 7,000 enemy, primarily well equipped, crack NVA regulars blasted their way into the imperial city of Hue and Quang Tri, the capital of Vietnam's northern most province. The Cav went on the move and by February 1, Quang Tri was liberated followed by Hue. After shattering the enemy's dreams of a Tet victory, the 1st Cavalry Division "Sky-troopers" moved to relieve the besieged Marine Base at Khe Sann. In May 1970, the First Team was "First into Cambodia," hitting what was previously a Communist sanctuary. Troopers deprived the enemy of much needed supplies and ammunition, scattering the enemy forces. The division's Vietnam service ended in 1972 when its last brigade began withdrawing. The 1st Cav had been the first division to go, and the last to leave. |
Re: Script and campaign scenery / Alternate histor
Would you like that we use an evolving core force from the 1st Cavalry Division?
Starting from the above post "The Plei Me Siege and Opening of the 1st CAV Pleiku Campaign", we cad gradually add companies up to the level of Battalion. Platoon(s)->Company->additional Companies->Up to Battalion size. This way we may change 4-5 theatre of operations (including historical operations & major battles) and allowing to the player to gain extra (fixed) core units at the start of each theatre of operations. At the end we may allow the player to play the alternate history (by giving him core 100s of replacement points). What do you think? |
Re: Script and campaign scenery / Alternate histor
I( like hte Idea, as I've already got alot of info on that campagin. I see two minor problems.
1. I don't think that starting with a single troop is such a good idea. one bad manover, and your nackered. 2. The ARA (Ariel Rocket Arty) this has never been included in any of the MBT games, and for hte life of me Ican't work out why. for those of you who don't know it's a Huey with 48 x 2.75" FFARS. and nothing else, it tends to release them as half in one go. Note: this is not a Heuy Gunship... I would htink a cluster weapon with two HE rounds, so each shot would represent a salvo of 24 rockets. As I said I can go with that, are we goign to do an LZ Albany? as well as LZ X-ray? LZ-Flacon? IIRC that got attacked after the battle. |
Re: Script and campaign scenery / Alternate histor
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Re: Script and campaign scenery / Alternate histor
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You may work with Boonierat in the theatre of operations thread in order to (first) make a list of all activities connected with the 1st cavalry Division. Then we may decide which major battles/Operations we may include (at least the 50% of the missions may be historicals but we could also have general missions). As for the simulation of some weapons, you may work on this field with Touchard Laurent (he will join us later this week). cheers, |
Re: Script and campaign scenery / Alternate histor
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An campaign focused on the air cav has the added advantage of appealing to our 'customers' (I'm a business major after all and can't help thinking 'sales'!). Most of these will have seen the movies and tv series on Vietnam. These tend to focus on hueys ans heliborne operations a lot. People seem to like it. And using the 1st Cav division gives us a known and appealing name to use for the campaign (in it's title perhaps?) |
Re: Script and campaign scenery / Alternate histor
He, I Think I've gt an MP3 of Ride of the Valkyries, just have that one as the move sound for the Psywar helicopter...
Sorry getting to far ahead here. |
Re: Script and campaign scenery / Alternate histor
The 1st Cav would seem to offer lots of variety and possibilities. Plenty of scope.
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Re: Script and campaign scenery / Alternate histor
It's also possible to switch over from airmobile operations to regular duties like firebase protection or jungle patrols, even for an entire chapter.
Just add some text before a scenario or chapter along the lines off: "recent operations have been a great succes, but losses in helicopters have been higher than expected as has been the wear and tear. While waiting for replacement choppers and the damaged ones to be repaired, division HQ has decided to group the availble air assets into 1 brigade to have a quick reaction force at the ready. The other units will in the mean time be assigned to regular grunt missions. Your company (or battallion) has been assigned to take over patrol duties from the 666th ARVN battallion in the Bu-Gout region"... That leads the way for one or more scenarios' where the player has no or very few helicopter assets. That does mean however that the helicopter units are not part of the core force but are AUX units at least up until this point in the campaign. Remco |
Re: Script and campaign scenery / Alternate histor
Yes Remco,
The helicopters should be AUX units for the campaign because their primary use was to transport the 1st CAV to the battlezone and not to engage the enemy... If we make helicopters available as core force (early in the game), the players will abuse their use http://forum.shrapnelgames.com/images/smilies/wink.gif Maybe we could add some air assets in a later stage of the campaign. |
Re: Script and campaign scenery / Alternate histor
Yeah have Pink patrol Flights...
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Re: Script and campaign scenery / Alternate histor
How about Helicopter evacuations? Is there any way to leave the battlefield that can be used in such a mission?
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Re: Script and campaign scenery / Alternate histor
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Idea - what about providing security for an evacing field hospital under attack. Wounded = unarmed civilians that must be escorted to the LZ then loaded on medivacs coming to the LZ on X turn to "extract them". |
Re: Script and campaign scenery / Alternate histor
This idea could be expanded and could,for example, have missions that involve the evacuation of civilians from villages.
Another idea, the protection of key installations, a command bunker that has the point value changed to high level to reflect this. |
Re: Script and campaign scenery / Alternate histor
Yes all of these are great ideas,
but before forgeting them you should go to the mission types and put them there!!! http://forum.shrapnelgames.com/images/smilies/happy.gif Also helicopters, as evacuation method can be used in a dramatic mission where the core force will have to cross the jungle in order to reach the LZ and then secure that area from incoming NVA patrols (many of them)... Then at a given time the AUX helicopters will appear like reinforcements on FIX map hexes !!! (instead of AUX you put FIX before assigning the reinforcement.) Now in order to make it more critical we can do the following thing: All the VP flags of the mission are located in an isolated location (unreachable by terrain; can't walk there) and from the moment the helos will appear the player will have 3 turns to reach that VP locations... What do we simulate this way??? If the player wishes to capture all VP locations he must load to each helicopter a unit (evacuation!!!) and then fly to that location (with the VP flags) and unload one helicopter in each VP flag... If you combine all the data I gave you, you will notice that the player's units should actually go to that LZ (instead of hiding from the AI). Also, the time allowance to capture all VP flags force the player to load at least one unit to each helicopter (in order to unload at least one unit to each VP flag); since the remaining time is 3 turns, this mean 1 turn to load, one turn to move and unload... and one turn to...??? did I say 3 turns??? I meant 2... http://forum.shrapnelgames.com/images/smilies/happy.gif LOL Gentlemen, we have many options and many possibilities to simulate anything!!! Also don't forget that each one of you is carefully selected for his talents and the potentials of our group are remarkable! cheers, Pyros |
Re: Script and campaign scenery / Alternate histor
Why not make the briefings and the storyline as authintic as possible? I found this short list of common Vietnam "slang" on the web and thought it might come in handy, especiallty for us that dont speak US Army fluently http://forum.shrapnelgames.com/image...es/biggrin.gif.
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Re: Script and campaign scenery / Alternate histor
Ok did some reserch wfrom the book "We where soldiers..."
HEre's the basic notes on what I found out: Details: (P29) Left Charlston on Aug 16th on the transport ship USNS Maurice Rose Arived Qui Nhon mid september Joined up with advanced party who with the help of the 101 Airborne had secured an area of scrub jungle. Rougth discription: North of An Khe, 42 miles west of Qui Nhon. On east side, an old airstrip with ahree story building on the NW side of the airstrip. When complete the base: 12 mile long, 100 yard wide defense parimiter. Able to hold the divisions fixed and rotory wing assests. no permamant structures apart form bunkers. battlions take turns in holding parimter, running patrols and setting OP's. During the first few weeks a few light probes from VC. Sniper activety on patrols. Another battlions mascot (A mule) KIA. 1st Barigade's fight: Hosptial fight: Nov 1 (P32) Searching for the NVA who attacked Plei Mei SF base and ambushed the ARVAN relief coloum. aprox 12 enemy spotted by Air-scout's fired on and scattered. Moments later another group of NVA spotted, Troops landed on the ground (I Guess about coy strength). leading to the capture of a NVA feild hospital. total enemy KIA 15, POW 44. That afternoon NVA counter attack, 4 hours later 1x battlion flown in. Estimated enemy KIA 250. Trail Ambush, Nov 3, (P33) 3 platoon sized ambushes set around the Ia drang River trail. 1 Plt on trial other two set 1 mile to the north. An NVA coloum appraoches and stops about 120 yards south for rest break shortly after 2100 they move through the ambush site. The Troopers let the coloum pass but when the HW coy arrives they attack with claymores. Then all troops fall back to LZ for pick up.where they are counter attacked by the NVA. 1 coy is flown in to renforce the troops. NVA strength 1x Rifle Coy, 1x Heavy weapons Coy. 3rd brigades fight 12 nov. 2323 The brigade's HQ, Avation fuel store and engineer facitlites are attacked, a 1 hour battle follows in which the VC are driven off. LZ X-ray LZ Albanay LZ Falcon |
Re: Script and campaign scenery / Alternate histor
Gentlemen,
I have found this on the NET http://orbat.com/site/history/histor...campaigns.html Quote:
This is a starting point for our "Theatres of Operations" task. The number of 17 ToOs is somehow too big, but for sure we may work with this list to create something useful. Each ToO will contain Chapters. A Chapter will contain 2-3 Missions (1 Secondary + 1 Primary + 1 Bonus?). Our first task should be to see what historical operation/battles of the 1st CAV may fit as Chapters into the above ToOs. If there are too many of them we may cut some, or if there are to few we may add fictional chapters. In the end we will add the alternate part of the campaign. The second critical task should be to design the progressive evolution of our core force. You should take into consideration that additional core force elements should be added only in the beggining of each ToOs. This mean that the Core army will receive an average of 15 additions/attachments to its structure. As a logical step, our core force should be a Generic (and not specific) formation of the 1st CAV Division because we want this force to play a role to every battle of the 1st CAV DIV. The tricky thing would be to design the evolution by respecting the starting point, the final core force size and the increament steps (15+). If we start with 2 platoons and we finish with a Battalion of 4-5 companies, then we should think how and when this progression will happen. I suggest (as a base of further discussion) that during the 3-4 first ToOs our core force reach the size of a company. This could mean that a In the above I see some potential... This is a starting point for our "Theatres of Operations" task. The number of 17 ToOs is somehow too big, but for sure we may work with this list to create something useful. Each ToO will contain Chapters. A Chapter will contain 2-3 Missions (1 Secondary + 1 Primary + 1 Bonus?). Our first task should be to see what historical operation/battles of the 1st CAV might fit as Chapters into the above ToOs. If there are too many of them we may cut some, or if there are to few we may add fictional chapters. In the end we will add the alternate part of the campaign. The second critical task should be to design the progressive evolution of our core force. You should take into consideration that additional core force elements should be added only in the beginning of each ToOs. This means that the Core army will receive an average of 15 additions/attachments to its structure. As a logical step, our core force should be a Generic (and not specific) formation of the 1st CAV Division because we want this force to play a role to every battle of the 1st CAV DIV. The tricky thing would be to design the evolution by respecting the starting point, the final core force size and the increment steps (15+). If we start with 2 platoons and we finish with a Battalion of 4-5 companies, then we should think how and when this progression will happen. I suggest (as a base of further discussion) that during the 3-4 first ToOs our core force reach the size of a company. From that point we should first create the ToOs and after discussing the possibilities for evolution. For example we may give to a ToO a whole company of OFF-MAP artillery or we may give to the player an attachment of engineers etc... On second thought [img]/threads/images/Graemlins/Cold.gif[/img], we may have a special mission (secondary type) on the end of each ToO and by the result of this mission (decisive victory or Not) the player will be able to make a choice for the next attachments that his core Force will receive... for example OFF-MAP artillery or 2 platoons of engineers or 1 supporting helicopter or 1 platoon of heavy mortars etc... On third thought http://forum.shrapnelgames.com/image...s/confused.gif, we may have a path type of secondary mission and by the result/score of it, the player could decide among more than 2 possible new attachments (up to 5 = link scenario per type of victory). Many possibilities on the above and at the same time it is a strong RPG element for the game, but it may be difficult to track the evolution of the core army during playtesting (coding process http://forum.shrapnelgames.com/images/smilies/Sick.gif). |
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