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  #1  
Old January 3rd, 2009, 09:27 PM
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MarkSheppard MarkSheppard is offline
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Default 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.
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.

Quote:
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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File Type: zip CAST LEAD I.zip (46.6 KB, 360 views)
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  #2  
Old January 4th, 2009, 07:57 PM
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iCaMpWiThAWP iCaMpWiThAWP is offline
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Default Re: Operation CAST LEAD

Playing it, seems great, quick note, its QAssam not QUAssam
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  #3  
Old January 4th, 2009, 08:10 PM

cbreedon cbreedon is offline
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Default 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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  #4  
Old January 4th, 2009, 08:41 PM
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Default 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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File Type: zip Try2.zip (46.8 KB, 310 views)
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  #5  
Old January 5th, 2009, 02:07 AM

cbreedon cbreedon is offline
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Default Re: Operation CAST LEAD

another fun one. Thanks. Would the Israelis maybe have night vision? 30 or 40?
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  #6  
Old January 5th, 2009, 04:27 PM
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Default 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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Old January 5th, 2009, 05:24 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: Operation CAST LEAD

Nice scenario that despite its relatively small size offers plenty of tactical possibilities. And is fun. Thanks!
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Old January 5th, 2009, 05:29 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: Operation CAST LEAD

Quote:
Originally Posted by iCaMpWiThAWP View Post
V2 got dalanced out,still, i was unable to score a DV with the HAMAS
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...
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Old January 5th, 2009, 08:58 PM
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Default Re: Operation CAST LEAD

Quote:
Originally Posted by MarkSheppard View Post
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...


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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  #10  
Old January 5th, 2009, 10:23 PM
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Default 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.
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.

Quote:
As well, giving the Soufas nothing but paveways instead of their normal armament only further degrades the Israelis ability to deal with their enemies
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.

Quote:
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.
That's a very good idea that I'll implement right now.
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