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New scenario for testing NF#45 A Rock on the Beach

 
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New scenario for testing NF#45 A Rock on the Beach - 3/23/2021 9:38:07 PM   
Gunner98

 

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OK here is the next scenario in the series - let's do some Amphib shall we!

Northern Fury 45, Rock on the Beach:

2 April 94


Six weeks into World War Three and the Warsaw Pact has been halted on all fronts, now NATO is striking back. Overnight 31 March/1 April STRIKEFLTLANT conducted amphibious and airborne operations to sever the Soviet land and sea line of communications (LOC) in Norway. As anticipated the Soviets reacted strongly and you, as commander of the 6th Marines Regimental Landing Team (RLT), acting as the floating reserve have been committed to stabilize a difficult situation.

As part of OPERATION ODIN’S THRUST your Regiment, veterans of the ferocious fighting on Iceland last month, were held back a reserve. Your sister RLTs, 2nd Marines who have spent the war afloat, and 25th Marines, a reserve formation just arrived in theater, went ashore two days ago and have run into some trouble.

The British Royal Marines, and airborne units to the north have had a tough time but are holding firm, Soviet forces are mounting on the easter flank however. To the south, two brigades of the 82nd Airborne Division landed successfully but are under heavy pressure from the south.

Your task in this scenario will be to seize and hold the area north of Narvik, in preparation for another brigade of the 82nd Airborne to jump in and seize the town itself [not in scenario].

Edit: V1.2 loaded


Attachment (1)

< Message edited by Gunner98 -- 4/10/2021 3:35:29 PM >


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RE: New scenario for testing NF#45 A Rock on the Beach - 3/25/2021 11:23:18 PM   
AndrewJ

 

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Anyone else having problems getting their RHIBs to unload?

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/26/2021 12:14:32 AM   
Gunner98

 

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No issue here, which ship are you having difficulty launching from?

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/26/2021 12:34:58 AM   
AndrewJ

 

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Launching them was no problem, convincing them to unload troops on shore is where I'm having problems.

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/26/2021 1:00:29 AM   
Gunner98

 

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Ahhh yes - that does seem to be an issue. Thought that I had checked that, not sure but it may be an issue with 1147.18 perhaps.

Trying to unload directly just doesn't work and using a Cargo mission makes the RHIB go squirrely

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/26/2021 6:33:34 PM   
CHM


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Andrew, does turning off the 'Effects of terrain type' feature change anything? I've had difficulty in the past moving units on land, and wonder if it could be the same on water.

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/26/2021 8:24:34 PM   
AndrewJ

 

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quote:

ORIGINAL: CHM

Andrew, does turning off the 'Effects of terrain type' feature change anything? I've had difficulty in the past moving units on land, and wonder if it could be the same on water.



No, it does not seem to make a difference.

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/27/2021 10:47:04 AM   
AndrewJ

 

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Looks like some of the Lua events may not be functioning properly.

"7:34:08 AM - Lua script execution error: [string "Ambush 2"]:14: ')' expected near 't'"

Edit: it's the apostrophe in the message that's causing the issue.

Edit 2: they also need to be engage opportunities = yes, or they sit there and don't shoot.

< Message edited by AndrewJ -- 3/27/2021 11:14:32 AM >

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/27/2021 11:04:13 AM   
Gunner98

 

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Thanks, nice catch.

B

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/28/2021 12:59:17 AM   
AndrewJ

 

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Situation

So, we’re doing a follow-up amphibious operation into the area between Narvik and Bardufoss, where the battered remains of the 69th MRD are hanging on. The biggest formation is probably the 303rd MRR, down near Bjerkvik, although there is two thirds of an independent tank battalion somewhere here too. I’ve got a task force offshore with numerous landing craft, large and small, and three airbases and three flat-top amphibs, with numerous helicopters and attack aircraft. Soviet air and sea interference should be minimal, so land defences are the primary concern. We’ve got 18 hours to land, link up, and drive the Soviets out of the area.


Plan

Nothing special. The landing sequence is essentially predefined. My main concerns (other than mines), are air-defences, artillery, and the possibility of an armoured counterstrike to mess things up. So, we’ll start with recce and a dedicated SEAD campaign, using the quick turnaround of my aircraft as often as possible, and then provide cover to the landing as necessary.


Playthrough

The opening moments reveal two SA-10s deep in the interior, but fortunately they turn out to be badly degraded remnant units. One gets its radars shot off by a HARM, and the other gets jumped by low-level Harriers working their way in from behind. Other than that, there’s a swarm of MANPADS down there, plus a few SA-13s to stiffen the defences. The little Pioneer drones are hard-hit by the MANPADS, with two shot down and one damaged in short order. Fortunately, the F-18s with IR Mavericks seem to be able to spot the enemy from above their ceiling, which leads to an extensive campaign of high-altitude anti-MANPADS operations using every Maverick and LGB I can muster.

One by-product of this extensive hunting operation is the detection of a series of fortifications, some small and some quite large, tucked away in the valleys inland. My attack helicopters turn out to be superb at dealing with these, hitting turrets, cupolas, and embrasures with ATGMs, and I soon use up my entire stockpile of TOWs.

As this is happening, the initial landings are underway. They are opposed by little more than occasional infantry platoons, so they go smoothly, and initial artillery and infantry lodgements are soon underway, followed by the mechanized landings at Tennevoll and Sjovegan. So far, the only major enemy formation I’ve spotted (other than some trucks at Brandvoll), is a whole bunch of dismounted infantry in the Bjerkvik/Oyord area. This is presumably the 303 MRR. There is no sign of the tank battalion so far.

With beachheads consolidated, the mechanized troops head inland, with mech inf scouting ahead of tanks. The northern group springs an ambush as they approach Brandvoll, losing two platoons of LAVs and some Abrams before they fight their way out of it. After that I get wiser, and start sending armed HMMWVs well ahead of the mech forces, as an even more advanced scout force. They find another ambush further up in the Moen Valley, and this time I am able to defeat it with minimal losses.

As Hummers and mech troops continue to advance, helicopters bring in more infantry to reinforce and hold captured areas, and to leapfrog artillery deeper into the interior. They generally don’t go directly into the objective areas, preferring to land a few miles away and walk. (Iceland is still a vivid memory.) Mech Inf and arty sweep up the dismounted 303 MRR (still no tanks), and eventually the objective areas are occupied.


Play Observations

The extensive array of MANPADS is nasty! If it hadn’t been for those few F-18s with IR Mavericks, this would have been a much tougher fight. Surprisingly, more advanced thermal imaging capability in F-18 pods and Harrier noses is less effective than the Maverick seekers for detection from altitude. Without them, I’d have been trying to tempt the MANPADS into taking long-ranged shots, dodging the missiles, and spotting the launch site. (To be clear, I did do that too, and you can often pull it off with a high-speed F-18, but the Mavericks did the bulk of the spotting.) Rolling back the MANPADS gave me a chance to work at lower altitudes, and that was how I found most of the fortifications.

There’s a lot of setup just to load landing craft and helicopters at the start, and I wonder if it would be worth pre-loading them, and giving the player a list? That would probably save an hour for the player. They can still change loads if they want to, but if they’re content with the default then they can get playing a lot sooner.

CMO’s great in the air and at sea, but on the ground, we’re hitting its limits. I think the players will be frustrated with limitations of pathfinding, particularly in shallow water and in steep terrain. Ground units in CMO cannot follow roads, and I frequently found myself resorting to the editor’s ‘Move’ function when units couldn’t cross a contour line or follow the edge of a fjord, despite being on wide roads of well-made blacktop. I was also using it to rearrange landed troops, rather than trying to march them into formation, and I used the clone function to break up large landed units (e.g., single unit companies of 16 LAVs) into smaller platoons and sections. Other limitations, such as the inability to carry and use dismounts, or to fire on grid targets with artillery, or to dig in and camouflage, etc., all become apparent. (Nothing you can do about this, of course.)


Events, Triggers, Actions

The various ‘Seized’ triggers are unit enters area triggers, which means they fire every time any unit passes through. Since there are so many small units involved, by the end of the scenario my score was over 10,000 for this reason.

Was there supposed to be an Ambush 3? There’s a trigger and action for it, but no event. (Although too many Lua ambushes can get a bit trying for the player.)

Was there supposed to be an air attack? There’s a Ground Strike mission, a timer for 0738, and Lua actions for Northern Strike and Southern Strike, but there is no event to bring it all together. (Also, is there a ‘delete’ event, since there is no airfield for the planes to return to?)

The SAMBUSH 1 Lua action fails because of the apostrophe in the message. (This is probably why it never happened for me. I had helicopters cross that valley several times and nothing happened.)

The Ambush 2 and Ambush 3 Lua actions also fail for an apostrophe in the message.

The SAMBUSH 2 trigger zone seems to be in an area the player is very unlikely to go, at the end of the Altevatn Lake.

The pilot creation SAR script works for the Pioneer drones.

Currently, the loss of a Pioneer drone has the same point cost as the loss of a manned aircraft.


Assorted Items

The air defences are working normally, but all the other ground units need to be on Engage Opportunities = Yes in order to fire. At the moment, they will just sit and wait and do not engage. You might need an additional Lua action to set this for troops arriving by Lua ambush.

Had you intended the tank battalion to make an attempt? I wondered if the intel announcement about the resourceful general presaged some sort of armoured/attack helicopter counterstroke with the battalion, but nothing seemed to come of it.

Are the last few Scuds supposed to have a specific role? Maybe attacking an airfield? They would probably need a strike mission for that. The 20 missiles they currently have is a lot. That’s 18 extra trucks, extra propellant tankers, etc., which doesn’t seem like the broken remnant of the battalion. They’re also in the roadless wilderness of a national park at the moment, maybe not their final location?

Would the Tico have its radar on to guard the amphibs? I switched sides and turned it on for my playthrough, and turned it to engage opportunities = yes.

You can’t land the Pioneers back on the Caron. I ended up sending them to Andoya.

Most of the Ibestad Ferry landing zone is actually underwater, despite what is shown on the map, so it is difficult to land there. A larger zone further inland would work.

The 25 RCT Fwd Line markers keep triggering Exclusion Zone 1, and being declared unfriendly, before flickering back to neutral and doing it again. I’m not sure if Exclusion Zone 1 is needed for this scenario?

The briefing mentions calling arty support from neighbouring formations. Was there a specific way to do this? I only needed to do it once, and switched sides in the editor to do it manually.


Typos & Formatting

Scenario description: ‘Soviet forces are mounting on the easter flank however.’ (eastern)

Side briefing: “The Bde will assault the BANAK area in three waves” (Narvik)
Side briefing: “Secure them before hand and unload when you think your close. “ (you’re)

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RE: New scenario for testing NF#45 A Rock on the Beach - 3/28/2021 10:35:16 AM   
Gunner98

 

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Thanks Andrew, I'll need to do a bit of work on this one.

Cheers

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RE: New scenario for testing NF#45 A Rock on the Beach - 4/10/2021 3:34:17 PM   
Gunner98

 

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OK here is an update.

In addition to a bunch of clean up, all RHIBs are removed to prevent the problems that developed and the first wave is largely loaded on transport Helo and boats. The load tables are a lot more detailed because of that.

Looking for more feedback, thanks.



Attachment (1)

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RE: New scenario for testing NF#45 A Rock on the Beach - 4/17/2021 4:00:24 PM   
rmwilsonjr

 

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Anyone else having trouble getting their Arty on the eastern slope of Andorja Island? My LZ is 2500 feet above sea level, but when I try to fire, I can't because the guns are underwater?? I'm not in any of the lakes that I can tell.

Great scenario, by the way.

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RE: New scenario for testing NF#45 A Rock on the Beach - 4/17/2021 5:22:05 PM   
Gunner98

 

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I didn't have any problems in testing.

Perhaps go into Editor mode, select the unit and move it (hotkey 'm') a few hundred meters to see if that fixes it.

Also check the 'slope' in the datablock - in that terrain there may be an issue and the game might be throwing the wrong error message.

B



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RE: New scenario for testing NF#45 A Rock on the Beach - 4/17/2021 7:07:35 PM   
AndrewJ

 

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quote:

ORIGINAL: rmwilsonjr

Anyone else having trouble getting their Arty on the eastern slope of Andorja Island? My LZ is 2500 feet above sea level, but when I try to fire, I can't because the guns are underwater?? I'm not in any of the lakes that I can tell.



Yes, I had the exact same issue, but in other locations. It looks like a bug which causes unloaded artillery to be considered to be at the wrong altitude. I've reported it here: https://www.matrixgames.com/forums/tm.asp?m=5000247

In my case I was able to get the guns to work just by moving them a little after they were unloaded. Maybe that will work for you?

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RE: New scenario for testing NF#45 A Rock on the Beach - 4/17/2021 11:11:33 PM   
rmwilsonjr

 

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That was my ultimate solution also, but since the terrain was so steep, most had to be moved manually or they got blown up trying to navigate through the terrain/water.

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RE: New scenario for testing NF#45 A Rock on the Beach - 4/24/2021 3:34:04 PM   
Gunner98

 

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Anything else on this one guys?

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RE: New scenario for testing NF#45 A Rock on the Beach ... - 5/31/2021 6:12:14 PM   
Gunner98

 

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OK this is a wrap.

Thanks for your help guys

Attachment (1)

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