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  #1  
Old October 1st, 2005, 07:09 PM
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Default Re: BETA: PLEI ME version1.0

Hi Remco,

There is always a practical way to help the player by editing the map and adding there some tactical info (about the general direction/axis of approach of incoming enemy forces).
This is something that will help the player to keep track of the variables of a scenario, also this is something that every commander used to mark on a tactical map.
So in the revisison I will add some text on the map to help the player.

cheers,
Pyros
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  #2  
Old October 2nd, 2005, 10:03 AM
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Default Re: BETA: PLEI ME version1.0

Finished the first battle scenario.

I opted for the dedicated div support and deployed all forces in the south - except two mortars and three scout teams who went to the north.

The northern group I had to set up mortar positions and let the Aux infantry and scout teams guard the position. The suffred no losses while ambushing a few VC teams.

In the south I left a rifle platoon and a MG team to guard the VH and defeat the NVA forces I knew would be coming, this worked fine - set up a kill zone and finished off most of the NVA teams at once.

Charged through the village and to the hedgehog defences, I wondered why the NVA/VC mortars didn't fire because with all the VC teams and hiding pits the AI would be able to "see" parts of my forces most of the time.

Left a few scouts, shot up AUX infantry and two MG teams in the village, which were able to deal with the VC moving in on the village.

Pressed on and overran the trenchsystem with the bulk of my forces. Took maybe too heavy losses though because I relied on infantry rather than artillery to clear the trenches.

Did not try to take the single VHs in the "northeast" area of the map.

Managed a minor win.

First thoughts:
- Dangerous to leave infantry near 'VC spawning areas' as the reinforcing VC units will get the first shot (and if it's point blank it can hurt).

- Aircraft can be effective to intercept moving enemy units, managed to shot up about a platoon of NVA at the end with concentrated airstrikes. Also had a Skyraider tasked with attacking the trenchsystem attack my own forces at the other end of the map. Realistic but... ouch napalm!
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  #3  
Old October 3rd, 2005, 03:36 AM
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Default Re: BETA: PLEI ME version1.0

Ulf can you add your last save game?
What were your casualties in that mission?

Few words about the next (primary) mission.

The NVA forces have just started the assault against the Plei Me SP camp.
Several VC sapper units have made their path through the defensive perimeter and they will try to overrun the few defenders.
Other VC and NVA units have started to undermine the fortifications of the camp.
Since you failed to achieve a decisive victory in the previous mission you will face the double number of NVA mortars but you will start the mission from a shorter distance (deploy zone X=20) from the camp.
You must also expect an attack through the village (south) and through the west (VC coming behind you).
The "effective range" of the NVA arty can't cover more than half the camp so your tactics should take this into consideration.
Your counter-artillery planning should be a must early in the game.
One of your concerns in the frontline should be the presence of the ammo depots (cost 100 points!);but this should matter only if the player wish to achieve a decisive victory.
Anyway here are the objectives:

1. Defend against the NVA&VC attacks from the N, NW sides of the camp.
2. Defend against the S approach of the VC
3. Defend against the E approach of the VC
4. Neutralize the enemy arty
5. Retake any VP inside the camp
6. Try to contest (clear the zone) any VP outside the perimeter of the camp.

I will provide you also with a save game of a decisive victory of the secondary mission in order to see the difference.

The primary mission is on ALPHA stage.

cheers,
Pyros
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  #4  
Old October 4th, 2005, 07:54 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: BETA: PLEI ME version1.0

Hello!
(after a long time()
DL'ed it, currently turn 9 of the battle, so far no problems. Already reached the village with lower team, upper team moving along the road.

Tested both variants of support, works.
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Old October 5th, 2005, 12:28 PM
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Default Re: BETA: PLEI ME version1.0

Quote:
Pyros said:
What were your casualties in that mission?
99 vs NVA/VC 522
ended up with 6868 vs NVA/VC 931 points.

Have a few hours tonight, will try and play the second mission then. This time I'll be a little bit more careful with my own troops.
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Old October 5th, 2005, 02:49 PM
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Default Re: BETA: PLEI ME version1.0

Yes,

the point of these battles is to first use your support elements and then advance.

In the primary mission you will have to defend from a N, NE attack on the base and you will have to repel 2 secondary attacks (VC) from the s and E (pursuit of your force).
Concerning enemy artillery, you will face 12 mortars, but their range won't cover all the camp... so you may consider of a strategic redeployment (retreat) - then weakening them with heavy artillery - and then advance to retake the objectives.

Anyway, good luck on this! (its on Alpha stage so your comments are very important).

I am currently working on the next 2 chapters and I am in the stage of map designing (LZX-ray region) with a very accurate topo modeling of the map with a new map designing technique (I will post all stages of this task after I finish it).

cheers,
Pyros
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Old October 7th, 2005, 03:50 PM
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Default Re: BETA: PLEI ME version1.0

Expected a surge of infiltrating infantry, so I pulled the spread out platoons toghether and let the support and core forces bolster the defences of the base...

...but no major push developed, instead there's a slow trickle of rather sturdy VC teams and the occasional sapper unit clearing wire and slowly advancing...

...Two skyraiders again decided to bomb the hell out of my core force, instead of the enemy mortars, damn the Air Force!

Had to restart the scenario as I was going to lose big time. Very embarassing.

Halfway through my second try, this time I advanced along the road and cut north. Forces defending the base have some trouble spotting the enemy but so far has had little difficulties holding its own. Aux Montangard platoons used in the offensive are largely spent, core untis getting more and more entangled... heavy arty and airstrikes have been successful in surpressing the enemy mortars...
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Old October 7th, 2005, 07:04 PM
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Default Re: BETA: PLEI ME version1.0

There are a lot of enemy units in this scenario, but these units will engage at a very slow rate up to the turn 30-35.
Almost all enemy units start their movement behind the "wires" and they will have to open a clear path through the base defenses (this was the case in the historical battle).
But for sure there are a lot of enemy units and don't forget that the player will have to contest the VP outside the camp, if he aims for a marginal victory.

What about the secondary VC attacks (south & west)?

cheers,
Pyros

p.s I just finish the topo of the LZ-Xray (huge map)...and it is a 100% REAL topo map!
It took me 4 days to complete the topo, now I will have to add the water and green.
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  #9  
Old October 8th, 2005, 02:44 AM
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Default Re: BETA: PLEI ME version1.0

Quote:
Pyros said:
Almost all enemy units start their movement behind the "wires"
They are apearing as reinforcements, right?
I'm moving from south to north outside the wire trying to clear the VHs but not capture them...
...hopefully the enemy will ignore this and attack towards the base, I have the mortars zeroed in on the wire in the east, infantry moving through this area will suffer badly...

I'm aiming to secure the VHs in the east at the last few turns, but I'm not going to defend them against a resolute NVA attack as my forces are rather shot up...

Quote:
Pyros said:What about the secondary VC attacks (south & west)?
I set up ambush sites using "wounded" core squads in the west and the Aux platoon(-) in the south. Nailed everything moving on the roads so far... anything moving through the jungle will get through..., also NVA forces reinforcing the north will meet minimal resistance...
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