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  #1  
Old July 11th, 2005, 04:26 PM

dita dita is offline
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Default 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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Old July 11th, 2005, 08:37 PM

narwan narwan is offline
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Default 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
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Old July 12th, 2005, 03:33 AM
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Default 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
Maybe we could add some air assets in a later stage of the campaign.
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Old July 12th, 2005, 11:58 AM
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Default Re: Script and campaign scenery / Alternate histor

Yeah have Pink patrol Flights...
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Old July 12th, 2005, 12:23 PM
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Default 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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Old July 12th, 2005, 01:48 PM
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Default Re: Script and campaign scenery / Alternate histor

Quote:
Pergite said:
How about Helicopter evacuations?
Evacing the troops or ciilians/other units?

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".
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Old July 12th, 2005, 03:33 PM

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Default 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.
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Old July 12th, 2005, 05:09 PM
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Default 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!!!

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... 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
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