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January 3rd, 2009, 09:27 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,378
Thanks: 101
Thanked 619 Times in 410 Posts
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Operation CAST LEAD
So I saw this line on a blog today:
Quote:
Paratroopers continuing to operate on rocket sites - the former Jewish towns of Nisanit, Dugit and Elei Sinai.
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and this led to some quick google earth action. I managed to locate Elei Sinai, and scrutinizing it, it was decent enough for a quick scenario.
Basically, IDF Paratroopers assault the town. Don't expect it to be balanced or playable; I'm putting this one out without playtest to keep abreast of current events.
Goes into Slot 300, which shouldn't overwrite anything.
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Operation CAST LEAD I
Date: January 3, 2009
Battle Location: Gaza Strip, Former Settlement of Elei Sinai
Battle Type: Israeli Assault VS Hamas Delay
Description: Operation Cast Lead has begun.
Israeli Paratroopers are assaulting former settlements in the Gaza Strip, which have become launching sites for HAMAS to launch it's rockets into Israel.
As the Israeli commander, your objective is to secure the village and destroy the Quassam launchers known to be in the area.
As the HAMAS commander, your mission is to hold at all costs and inflict as much damage onto the Israelis before you are overwhelmed.
Notes: If played against the AI the human player should take the Israeli side.
Sources: Historical scenario based on current events
Design by: Ryan Crierie.
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January 4th, 2009, 07:57 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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Re: Operation CAST LEAD
Playing it, seems great, quick note, its QAssam not QUAssam
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January 4th, 2009, 08:10 PM
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Sergeant
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Join Date: Jun 2005
Posts: 359
Thanks: 311
Thanked 24 Times in 23 Posts
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Re: Operation CAST LEAD
nice little game. I like the "booby traps" in the buildings.
BTW you might want to add the cmt file to the zip, some novice players may not be able to figure it out.
Anyway thanks for the time spent on the game. I will probaby play it a few more times.
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January 4th, 2009, 08:41 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,378
Thanks: 101
Thanked 619 Times in 410 Posts
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Re: Operation CAST LEAD
Thank a friend of mine, he said:
"Don't forget booby traps in the houses" when I was telling him of the scenario idea.
ME: "Um, I don't think Mines in SP are AP..."
HIM: "I think they've been AP since the beginning"
*checks SPMBT Guide*
ME: "Yeah you're right".
I'm working up a refined version, which works better for urban fighting.
EDIT: Here it is -- with the CMT file (doh on forgetting it), and now playable from both sides, somewhat.
I dramatically reduced visibility on all sides; to take into effect the fact that this is an urban combat situation, very fluid, very confused; having a TI system might be great for seeing a tank a click away, but it doesn't do that well in finding out whether a guy with a AK is hiding in a building or not...and I played around some more with the HAMAS force structure...
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The Following User Says Thank You to MarkSheppard For This Useful Post:
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January 5th, 2009, 02:07 AM
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Sergeant
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Join Date: Jun 2005
Posts: 359
Thanks: 311
Thanked 24 Times in 23 Posts
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Re: Operation CAST LEAD
another fun one. Thanks. Would the Israelis maybe have night vision? 30 or 40?
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January 5th, 2009, 04:27 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
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Re: Operation CAST LEAD
V2 got dalanced out,still, i was unable to score a DV with the HAMAS, good scenario, did the IDF assault any QASSAM lauching position lately?I heard that they are closing in the cities, urban combat israel x HAMAS with a lot of civilians araound the area, how does it sounds?
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January 5th, 2009, 05:24 PM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Operation CAST LEAD
Nice scenario that despite its relatively small size offers plenty of tactical possibilities. And is fun. Thanks!
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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January 5th, 2009, 05:29 PM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Operation CAST LEAD
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Originally Posted by iCaMpWiThAWP
V2 got dalanced out,still, i was unable to score a DV with the HAMAS
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My impression from the scen (fom Israeli side) is that DV for Hammas would be very hard to get, OTOH stated goal for Hamas is "cause as many casaulties as you can", so compare the result more in the form of bodycount than points...
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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January 5th, 2009, 08:58 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
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Re: Operation CAST LEAD
Quote:
Originally Posted by MarkSheppard
I dramatically reduced visibility on all sides; to take into effect the fact that this is an urban combat situation, very fluid, very confused; having a TI system might be great for seeing a tank a click away, but it doesn't do that well in finding out whether a guy with a AK is hiding in a building or not...and I played around some more with the HAMAS force structure...
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My 2 cents
Personally I don't think blinding the Israelis and downgrading their abilities is in any way fair and, in the long run, only upgrades the "skills" of the Hamas scum. As well, giving the Soufas nothing but paveways instead of their normal armament only further degrades the Israelis ability to deal with their enemies
Perhaps a better way to portray this might be to leave Israeli capabilities as they are but increase the cost of the Israeli infantry so that individual losses are felt more.
Don
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January 5th, 2009, 10:23 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,378
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Thanked 619 Times in 410 Posts
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Re: Operation CAST LEAD
Quote:
Personally I don't think blinding the Israelis and downgrading their abilities is in any way fair and, in the long run, only upgrades the "skills" of the Hamas scum.
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When I was playtesting the scenario early in the design process, the Merkavas were seeing Hamas units at very long distances -- I think this was because I was trying out using the Sewers and Hiding Pits in the PLO OOB as fixed immobile shelters to protect the HAMASholes from IAF/IDF artillery/airstrikes.
However, that didn't work too well, since the AI kept unloading the contents of the Sewers and Hiding pits, causing them to be seen at long ranges by IDF units, ruining the chance of surprise. So I tried lowering vision on all sides to stop abnormal long rnage detection. This probably was an overreaction, and I'll fix it, now that I'm not using bunkers as APCs anymore.
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As well, giving the Soufas nothing but paveways instead of their normal armament only further degrades the Israelis ability to deal with their enemies
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That was a conscious scenario design decision; because the Israelis as far as I know are using only precision guided munitions in regards to aircraft dropped munitions -- they may be using 250 pound SDBs right now, I've seen reports to that extent by Strategypage.
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Perhaps a better way to portray this might be to leave Israeli capabilities as they are but increase the cost of the Israeli infantry so that individual losses are felt more.
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That's a very good idea that I'll implement right now.
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