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  #11  
Old July 10th, 2005, 02:08 PM
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Default Re: Script and campaign scenery / Alternate histor

I must admit that my knowledge of the conflict in Vietnam isnt that amazing. I know the basics, the larger battles/offensives and some units, but its not much. I will however offer thoughts on what could be included in the campaign. I liked what I have read here so far, but here is my take.

The beginning could be that a base should be established and the garrison force the players platoon) is asigned to control the area around it. My idea is that this could easily be used as a warmup for the player.
Each "battle" doesnt need to be a real battle, some shoots should be fired and then the enemy would retreat and the mission would end.

What I have understood much of the missions conducted must have felt rather repetetive The same trail was patrolled, the same village was visited etc. The patrol-zones could then increas as well as enemy contacts.

The decision will then be made to stay back and defend the base when the commander fears that the enemy is prepearing for an attack. This is all hyped up in the briefing and the player is waiting for hordes of VC storming through the treeline.

Uncertainty I also see as an important element in a Vietnam campaign, you hardly ever see the enemy (you hardly ever see anything else in the dense jungle for that matter). You dont know when/where you are going to be attacked and the intel is always lacking.
Why not implement this as well?

The long feared attack never arrives, there is a probe one night but nothing more. The player will get careless on his following mission, then one day just happen to stumble right into a entire NVA company. The campaign could then accelerate from there with more intense battles, until it suddenly calms down again and the enemy is nowhere to be found.
Instead the player will act as an escort to some engineer units being ferried up some river in patrol boats. They are tasked to setup a defensive permitier around a bridge while the engineers try to figure out if the bridge is sturdy enough for tanks.
Then again out of the blue the enemy can come crashing in. Artillery and armoured infantry and the spearhead of some famous invasion, and the player have yet again proved that he has a nack to be in the wrong place at the wrong time.

Anyway, I am just brainstorming but I hope that someone gets the idea. The missions vary from being a piece of cake to total mayhem, but in a sensible manner. There could be small signs that something is about to happen. The storyline could suggest something as well as different units encountered would raise suspission (what is a NVA FO doing this far south of the border?).
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  #12  
Old July 10th, 2005, 02:49 PM
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Default Re: Script and campaign scenery / Alternate histor

Gentlemen,

It may be better if anyone (who is interested) could design a script including the evolution of the core army in relation with the operations/battles/locations.

Then we may speak on real facts

cheers,
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  #13  
Old July 10th, 2005, 02:55 PM
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Default Re: Script and campaign scenery / Alternate histor

Quote:
Pyros said:
Gentlemen,

It may be better if anyone (who is interested) could design a script including the evolution of the core army in relation with the operations/battles/locations.

Then we may speak on real facts

cheers,
I'm not sure what you mean by script here Pyros?
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  #14  
Old July 10th, 2005, 03:12 PM
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Default Re: Script and campaign scenery / Alternate histor

Stephane,

By script I mean that first you should specify a precise theatre of operations/location and a precise military formation (type, size, name, etc...). Then you should name the historical operations/battles in which this formation will participate for the specified zone of operations.
Then you should specify the evolution of this formation (if any) and you should relate this evolution with locations and historical battles that will follow (up to the last scenario of the campaign).

cheers,
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  #15  
Old July 10th, 2005, 03:45 PM
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Default Re: Script and campaign scenery / Alternate histor

Like otehr's I have a little knowledge of Nam. About the only detailed book I've read is "We Where soldiers.."

I would say Airmobile, as the huey is THE most percived comon image from nam. and it also opens us up to the fun of the following.

Random Idea:
Plus also we could include an appocylpse now mission, as the aircav scenes where, I belive, ment to be bassed on the 1st aircav and Hal More...
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  #16  
Old July 10th, 2005, 04:31 PM

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Default Re: Script and campaign scenery / Alternate histor

My knowledge too is limited, but I`m sure I can learn fast

From a players point of view, whilst I would agree that the huey is the most "popular" image of Vietnam, the ability to play the more obscure (riverine, SF etc) would appeal.

One niave thought. Would/could someone be "transfered/promoted" to a different arm of the forces? Eg, start in SF, does so well that a transfer is made to riverine so they could use skills learnt by the ex SF soldier? The story could then develop further...
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  #17  
Old July 10th, 2005, 04:44 PM
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Default Re: Script and campaign scenery / Alternate histor

Welcome Paul,Pergite and welcome Listy

In my first attempt to create a valid script based on the idea of evolving army group (from platoon to company size)
I came up with this:

The campaign start with the camp of Plei Me and the player takes command of the 12 men special forces. In this first theatre of operations (little-introductory) the player will play several EASY small mission in order to get familiarized with the game.
Then the historical battle (seige of plei Me) will occur and there will be the transition to the next theatre of operations by a very historical way.
After the seige of plei Me then 12 men special forces will be attached to a 1 cav company.
Check this out:

The Plei Me Siege and Opening of the 1st CAV Pleiku Campaign

In the late summer and fall of 1965, the PAVN B-3 Front is established in the Central Highlands of Vietnam under command of Brig Gen Chu Huy Man. Gen Man has tactical and administrative control over both People's Army (North Vietnamese) and Viet Cong units. The PAVN units are the 320th, 33rd, and 66th Regiments.

Gen Man is charged with the mission of bringing the new high tech 1st CAV Division to battle; learn how it fights with airmobile tactics and new modern gear; and put this into writing for dissemination to all PAVN and Viet Cong units. To record this information as it is gathered in battle, Lt Col Hoang Phuong, a historian, is to debrief PAVN commanders after battles occur.

In October, the 33rd Regt attacks Plei Me Special Forces Camp approximately 40 miles south of Pleiku City in the Pleiku Province. Plei Me is garrisoned with a 12 man US Special Forces Team and 350 Montagnard mercenaries. The siege continues for several days. An Army of Vietnam relief force is sent out from Pleiku and is ambushed enroute by the PAVN 32nd Regt. 1st CAV Artillery supports the ARVN column and the ambushers are beaten off, and the siege is lifted.

The 1st CAV Division is then committed in late October to find and destroy the defeated enemy. The 1st Brigade pursues the withdrawing enemy force over a very large area south and west of Pleiku City and west of Plei Me. It harasses and hounds the 33rd into the eastern area of the Ia Drang Valley.

The two most significant events are the capture of a PAVN Field Hospital on Nov 1st along with numerous troops, weapons, and enemy documents; and the ambush of a unit of the fresh 66th Regt along the Ia Drang River in the western area of the Valley.


Vietnam
The division went home in 1965, but only long enough to be reorganized and prepared for a new mission. Within 90 days of becoming the Army's first air mobile division, the First Team was back in combat as the first fully committed division of the Vietnam War.

Their first real combat test came during the Pleiku campaign ; 35 days of continuous air mobile operations beginning October 29, 1965. The troopers destroyed two of the three regiments of a North Vietnamese Division, earning the first Presidential Unit Citation given to a division in Vietnam.

The division began 1968 by terminating Operation Pershing, the longest of the 1st Cav's Vietnam actions. For nearly a year the division scoured the Bong Son plain, An Lo valley and the hills of coastal II Corps, seeking out enemy units and their sanctuaries. When the operation ended on January 21, the enemy had lost 5,401 soldiers and 2,400 enemy soldiers had been detained. Some 1,300 individual and 137 crew served weapons had been captured or destroyed.

Moving to I Corps, Vietnam's northern most tactical zone, the division set up Camp Evans for their new base camp. In late January, the enemy launched the Tet Offensive, a major effort to overrun South Vietnam. Some 7,000 enemy, primarily well equipped, crack NVA regulars blasted their way into the imperial city of Hue and Quang Tri, the capital of Vietnam's northern most province.

The Cav went on the move and by February 1, Quang Tri was liberated followed by Hue. After shattering the enemy's dreams of a Tet victory, the 1st Cavalry Division "Sky-troopers" moved to relieve the besieged Marine Base at Khe Sann.

In May 1970, the First Team was "First into Cambodia," hitting what was previously a Communist sanctuary. Troopers deprived the enemy of much needed supplies and ammunition, scattering the enemy forces. The division's Vietnam service ended in 1972 when its last brigade began withdrawing. The 1st Cav had been the first division to go, and the last to leave.
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  #18  
Old July 10th, 2005, 06:42 PM
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Default Re: Script and campaign scenery / Alternate histor

Would you like that we use an evolving core force from the 1st Cavalry Division?
Starting from the above post "The Plei Me Siege and Opening of the 1st CAV Pleiku Campaign",
we cad gradually add companies up to the level of Battalion.

Platoon(s)->Company->additional Companies->Up to Battalion size.
This way we may change 4-5 theatre of operations (including historical operations & major battles) and allowing to the player to gain extra (fixed) core units at the start of each theatre of operations.
At the end we may allow the player to play the alternate history (by giving him core 100s of replacement points).

What do you think?
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  #19  
Old July 10th, 2005, 09:59 PM
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Default Re: Script and campaign scenery / Alternate histor

I( like hte Idea, as I've already got alot of info on that campagin. I see two minor problems.

1. I don't think that starting with a single troop is such a good idea. one bad manover, and your nackered.

2. The ARA (Ariel Rocket Arty) this has never been included in any of the MBT games, and for hte life of me Ican't work out why. for those of you who don't know it's a Huey with 48 x 2.75" FFARS. and nothing else, it tends to release them as half in one go. Note: this is not a Heuy Gunship... I would htink a cluster weapon with two HE rounds, so each shot would represent a salvo of 24 rockets.

As I said I can go with that, are we goign to do an LZ Albany? as well as LZ X-ray? LZ-Flacon? IIRC that got attacked after the battle.
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  #20  
Old July 11th, 2005, 02:42 AM
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Default Re: Script and campaign scenery / Alternate histor

Quote:
Boonierat said:
I'm not sure what you mean by script here Pyros?
I believe he is using that term to mean "storyline".
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