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  #1  
Old August 29th, 2009, 04:28 AM

Snipey Snipey is offline
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Default Re: A Crazy Idea!

Thank you Imp

Annobon is only 17.5 kilometers in area. It's 6.4 kilometers, by 3.2 kilometers. So 7 x 3.5 or 140 by 70 hexes map should cover it. I think you meant Bioko, and here you are correct and I'm wrong, thank you for catching that.

I meant 1,000 points. A US Ranger platoon is only 300 points. The units will be reinforced later on. But I'm trying to keep it realistic, so the US initial response would be quite small, but it will escalate, as the threat becomes more and more deadly. 1,000 points should be enough to secure and establish a base of operations and send a few scouting missions out, which is all that will happen on the first turn. Once a player sets up a base, then more reinforcements will come. It’s similar to Skirmirsher’s game, where we initially start with 25 men, but the gang sizes are going double or triple after the first turn.

You don't have to be using paras on the first turn if you are landing on an airstrip, or as long as you are landing on your own base that has an airstrip. The Wikipedia isn't entirely correct in terms of airstrips. Google Earth reveals airstrips on Annonbon, Bata, Malabo, Mongomo, Evinayong (used Yahoo! Maps for that one). Furthermore, one can land at Bitan, and drive, via dirt roads to Ebibeyin. Oyem (a city in Gabon) also has an airstrip. If you guys find other airstrips, you are welcome to let me know and use them. I’m not spending anymore time looking on Google Earth, it’s driving me crazy. If you aren’t using airstrips, then you have to use paras. Airstrips can be built using points, or destroyed, via combat and having your engineer units idling in the middle of the strip for 10 turns, so they can blow it up.

Flashpoints here would include airstrips, cities, towns and major roads and road crossings. I am leaving a lot of mini-campaign stuff upto individual commanders. You get to pick where you set up camp, you order your troops to take certain points and objectives. Battles will result not because of my order, but because of the orders of the players.

In terms of reinforcements, I came up with a unique system. You get points from the your local conquests, plus points from your home country. If you are playing as the Rebels, the Inglorious Bastards or the Equatorial Guinean Government, you only get points from local affairs, and/or victories. The points from the home country will be fixed, but the local affairs points will depend on Conquests. I figure if I give the players points and let them choose their reinforcements, and their ORBATs, including their supplies and supply lines, they will play the game longer and it’s less of a headache for me. So everything’s in points, not in manpower.

As for forces that represent them, I’ll pick and choose units from the Red ORBAT for rebels and Green ORBAT for government. The rest just use ORBAT of home countries, but they must keep in mind that unless the country is adjacent to Equatorial Guinea, all units must be delivered via air, and that takes up points as well.

A meeting is when two opposing groups run into each other. For instance, government and rebels want to control a key point, say a road crossing, or Bata’s airstrip. Both sides’ troops enter the vicinity, and a battle occurs.

I like your day/night time movement phases. However, I think it should only apply to non-motorized units, for instance when you are doing an infantry sweep of a region.

Repairs must be conducted at your own base, and will cost points, but less points then rebuying the units. Same with reinforcements, slightly lesser point value than the initial purchase. For instance, the British Guard Company has 8 men costing 32 points. However replacing one of those men, will cost only 3 points, not 4. Like a 75% of initial cost, rounded up. Repairs will depend on how badly a unit is damaged.

For re-supply, you just buy additional supply dumps, and/or trucks, I think one per 1000 points is reasonable. Dumps can only be placed at your bases, trucks can move.
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Old August 30th, 2009, 11:39 AM
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Default Re: A Crazy Idea!

Thats a lot clearer, the listing for airstrips you can muck about with take liberties they may be to small for big transport planes. Meant for light aircraft hoping like Australia. No idea on take off lengths but from memory modern military runways are about 25-30 hexes long, international airports closer to 40. You can take a few liberties here though. Be intrested to see what you come up with but I am going sailing so will have to wait till I return.
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Old August 30th, 2009, 06:45 PM

Snipey Snipey is offline
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Default Re: A Crazy Idea!

Quote:
Originally Posted by Imp View Post
Thats a lot clearer, the listing for airstrips you can muck about with take liberties they may be to small for big transport planes. Meant for light aircraft hoping like Australia. No idea on take off lengths but from memory modern military runways are about 25-30 hexes long, international airports closer to 40. You can take a few liberties here though. Be intrested to see what you come up with but I am going sailing so will have to wait till I return.
No rush. I'll sum up the rules and make an outline. Should be ready when you comeback.
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