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Cold Steel SBCT Campaign (Untested Conversion)
1 Attachment(s)
Yet another campaign found in my archives; and quickly converted over.
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Re: Cold Steel SBCT Campaign (Untested Conversion)
I'm going to start play testing this campaign,since I can't get an email game going to save my life:)
I'm going to include Fraps images of the battles as well. Just downloaded it,version 3. something. So far looks interesting and is very well written. Here goes. |
Re: Cold Steel SBCT Campaign (Untested Conversion)
I remember this campaign. It was a good one.
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Re: Cold Steel SBCT Campaign (Untested Conversion)
Funny - I actually have the original working quite well under the current engine! :-)
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Re: Cold Steel SBCT Campaign (Untested Conversion)
1 Attachment(s)
Just a couple of pics showing deployment on the first scenario.
Command,FO,ammo and artillery and main force at the southern river ford. This area has no enemy fortifications. |
Re: Cold Steel SBCT Campaign (Untested Conversion)
1 Attachment(s)
Turn 4 Progress, main force on right map edge has received some sniper fire. popped smoke.
artillery set to hit suspected atgm positions on next turn. smaller force on left will engage that area. one pic of each included. |
Re: Cold Steel SBCT Campaign (Untested Conversion)
Hello,
Presentation of the campaign: "The player is given a reinforced company of light mechanized infantry consisting of three platoons of Stryker vehicles, one platoon of MGS vehicles, a scout platoon of Bradley's, and a mortar platoon. Rebuild points will be few. Be very careful not to incur unacceptable losses." First impressions of the beginning of the campaign: Very interesting topic to a scale (reinforced company) fun to play. I really like the choice of a fixed core Decisive victory in 9 turns. 7 infantry losses (all caused by a sniper easy to locate but difficult to discover - The shots with the Z key has not helped reduce the effectiveness of the sniper. Had to get very close position to uncover and thus allowing its kill) Passage to the second scenario: While the presentation indicated that rebuild points will be few, I realize with amazement I have 1,885 points for repair and extend my core force! That's too much to repair as the player's attention was focused on being very careful and also it allows to significantly expand the core forece that could well distort the spirit of the campaign. Then came the choice of the support units phase: I have 1644 points while the presenting of the scenario prodigal any purchasing advice. To keep up with the main idea of the campaign, I think that we should not have support points (unless the author of the campaign has provided them, but in this case it is necessary to indicate at the player what to buy ). To do this, it would require a change with the campaign editor indicating the number of points "Build" specifying something reasonable to be determined (armor is about a little over 250 points, 100 points a sniper) and ban the support indicating - 1 in the corresponding field. I have not yet played the second scenario, I'll do it without support and with my original core force. Thanks for your work Regards Yves Sorry for my poor English |
Re: Cold Steel SBCT Campaign (Untested Conversion)
1 Attachment(s)
Turn 7 progress- This is basically over. HQ unit has not been spotted,but resistance is down to one tough sniper,as far as I can see.
Suspected atgm area was easily overrun. All vic hexes have been taken. Two images show atgm area and remaining resistance. |
Re: Cold Steel SBCT Campaign (Untested Conversion)
1 Attachment(s)
Scenario 1 (walk in the park)
The map is OK,maybe a little to small. The enemy is under powered. I would suggest at least several vehicles,two or three trucks to ship product and two or three small armed vehicles for patrols. Maybe more troops. Image shows final score and breakdown. |
Re: Cold Steel SBCT Campaign (Untested Conversion)
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I get the limited rebuild or expand core points, but I was allotted over 2K points and even more in support. Now, I have not investigated the Campaign engine, but it seems odd to me, at least, that a guy or gal can add Air elements to an SBCT core but not in support. Finally, I only got a section of Cavalry Scouts not a platoon of six, and a section of the SPM's not a platoon. In the third scenario, the CH-47D Chinook helos ought to be modified in the Editor to increase range. With only a company of the heavy lift helos, we have a lot of vehicles to ferry to the airport, thatis too many turns IHMO. So, I'd suggest upping the speed of the Chinooks to 255, it won't get the bird there and back in one turn but it's close enough so that on the second turn it makes it all the way to the departure line. Alternately, place a Styrker platoon with vehicles on the tarmac, and have the player ferry the remainder of the force. I've played two scenarios earning 2 divisive victories. I like it. ---------- |
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