Quote:
Originally Posted by Tomas
Now for something bit different:
Any comments are welcome.
|
Yes, indeed this scenario is something different! It is not only something different from the author's other scenarios, it is different, just different, and my comments follow.
Urgent Fury I is a challenging scenario to play requiring thoughtful planning and a wee bit of luck of the Irish variety. In this scenario, two companies of US Army Rangers are dropped in a hot LZ to seize control of the Point Salines Airport, with support by two sections of AC-130H Spectre gunships. After the first turn, I closed the game as I could not accept the Ranger drop without first having the SEAL team perform recon and the Spectres deliver suppressive fires. Therefore, I opened the Editor and cleared both drop assignments.
Thereafter, I read the reviews of other players to learn the limitations of the Spectres in the game, that is, simulating the Spectres at high altitude. So, I armored up the Spectres by increasing front and side armor to 24 and 5 respectively (although 24 does seem a bit high.) Now, I approached the problem from the AA guns as well by reducing their FC and Vision ratings to 1. This gave the ZU-23’s and the ZPU-4’s a very small change to kill a Spectre, although they could deliver effective fires against infantry units. Yet, the games does not allow the Spectres to directly target the ZUs or the ZPUs.
I loaded the two 60mm mortars with the FO formation and then proceeded to load the remaining C-130’s by Ranger formation with the Battalion HQ’s unit (A0) loaded in the C-130 with GO formation. I planned to have the SEAL team recon along the road north of the runway to the trees at about hex28,33 with the F0 Rangers dropped at hex 11,36. The Rangers will capture the three Cuban VFs with the 60mm mortars setting up off the runway near hex 14,32 and the remaining units teaming up with the SEALs to form ambush and FP’s. Several enemy units responded to the VF captures and I responded by calling in the Spectres. The defensive line was set at hex 28,28 South to 28,34. The remaining units of F company dropped and moved east on the road south of the runway with the MGs and AGL’s in front. I put the AGL’s and MG’s in the trees from hex 34,40 to 38,40 joining the snipers and they did an excellent job.
Although, by turn 39, I had the Cubans flanked and were picking them off one-by-one, and I had captured all flags, and by turn 50 not one Cuban unit survived, the game ends in a draw. And, that is due to the scenario having Victory Flags without any value.
A few additional suggestions:
- Name the Formation, Company, and Platoon Hq units
- Let the player decide what, where and when to drop
- Add values to Victory Flags
- Increase the scenario to 60 as the battle took 2 hours or 120 minutes
- Turn Cuban units to face various directions
- Add bomb damage to runway
Indeed, I enjoyed this "something different" scenario and am looking forward to Urgent Fury II