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Author Topic: T.A.N.K.S. Multiplayer 17/01/16 - ARRACOURT REDUX  (Read 2882 times)

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Offline Lumituisku

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T.A.N.K.S. Multiplayer 17/01/16 - ARRACOURT REDUX
« on: January 16, 2016, 02:46:59 PM »
T.A.N.K.S. Multiplayer 17/01/16 @ 20:00GMT


You can watch it live.  You do NOT need Steel Beasts. http://www.twitch.tv/dogsofwarvu

ARRACOURT REDUX by Connaugh
 
This scenario is a simulation and does not have any political message.



Mission Summary :


Map



SITUATION:
Bavaria has invaded Lorraine and has been stopped at the Moselle river. Allied forces are preparing an offensive to push back the Bavarians.


MISSION:
The DOW Armored Task Force is to cross the Moselle River over two undamaged bridges and execute a raid deep into enemy territory destroying supply depots and artillery parks located in villages. Enemy forces in these areas are comprised of infantry with anti-tank weapons and tank units for defense. Intelligence has ascertained that elements of three armored panzer brigades (111th, 112th, 113th) are available to act as a quick reaction force to deal with any penetrations.
 

EXECUTION:
Combat Command A (CCA) will cross the Moselle and clear Chateu-Salins, Remerville, Varangeville, and advance to Arracourt. Combat Command B (CCB) will cross the Moselle and clear Luneville, Valhey, Bauzemont and advance to assist CCA with Arracourt. 

Each Combat Command will have two Tank Platoons (M1A2SEP), 1 Mechanized Infantry Platoon (M2A2), 1 Recon Section (M3A2) and a CSS Platoon with Supply, Medical, and Repair units that will follow closely behind advancing units.

This is a deep raid and no additional supply or reinforcements will be available. Each company is to conduct reconnaissance in its area of operations in order to detect any enemy counterattacks and be prepared for all-around defense. 

Three batteries of artillery (18 tubes) will be on call. 

If possible, Champenoux, Cerreville, Moncourt, Parroy, and Vaucourt are to be cleared. 

Enemy tank units in the villages are comprised primarily of  1A5's and some 2A5's.

Enemy Panzer Brigade elements are comprised of 2A5's.

Enemy artillery is expected. So, keep moving.

Each Company Commander will determine his order of march. 

Saddle up and Good Luck!








********************************
**                      Notes                       **
********************************
SB Version: v3.028 32/64bit
Mission Name: ARRACOURT REDUX
Created by: Connaugh
Multi-Crew: Yes
Single Crew: Yes
Mission Duration: 80-160 minutes approx
Date:  17/01/16  Sunday
Time: 20:00 GMT
Time (local): Click Here
Teamspeak  IP: Session will be played on SimHQ TS (74.91.127.204 if you do not have SHQ Details)
Room: Dogs of War

Dogs Of War Vehicles : (in mission)

M1A2 SEP
http://www.steelbeasts.com/sbwiki/index.php?title=M1A2_(SEP)

M2A2 Bradley
http://www.steelbeasts.com/sbwiki/index.php?title=M2A2



***Important!***

You can just listen if you wish by using Teamspeak. You do NOT need Steel Beasts.
Required:
Teamspeak Download (windows): http://www.teamspeak.com/?page=downloads&type=ts3_windows_client_latest
Teamspeak  IP: 74.91.127.204 wait in lobby for access to other areas.

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Offline Asid

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Re: T.A.N.K.S. Multiplayer 17/01/16 - ARRACOURT REDUX
« Reply #1 on: January 17, 2016, 11:20:10 PM »
Very good, immersive mission with the right level of complexity.

More please

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Offline Connaugh

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Re: T.A.N.K.S. Multiplayer 17/01/16 - ARRACOURT REDUX
« Reply #2 on: January 19, 2016, 01:56:56 AM »
I would like to thank everyone who showed up to play my first attempt at mission design and for the kind words said about the scenario afterward. I know we are trying to keep scenarios from being too complex so I kept it at just four tank platoons, two mech platoons, and two recon sections and the fifteen players we had made it a perfect fit. I know there was some confusion about the unit names (CCA and CCB) but those were the Combat Commands from WWII U.S. Armored Divisions which functioned like brigades and generally had two tank battalions and one armored infantry battalion, hence, my two tank platoons and one mech platoon in each Command which was just a company for our purposes. The mission was based on the WWII Arracourt battles in Lorrainne, France conducted by the U.S. 4th Armored Division when it crossed the Moselle River on a raid. The enemy tank forces were named after the historical German Panzer Brigades (111th, 112th, 113th) that were sent to deal with the 4th Armored penetration. The towns in the map were names of actual towns in the area but there was no attempt to model the terrain with the actual area in France. Please excuse the river that flowed uphill: I had selected the map, drew my road network, placed the houses, churches, and other structures before I realized that the river was in a ravine when created. I had intended for our forces to cross the river using bridging equipment but due to the terrain selected, I could not make a flat river with banks close enough for bridging equipment to lay across. Therefore, I just kept two bridges intact which was probably for the best as it speeded up the crossing. The enemy quick reaction forces were to be activated by  units in the towns being fired upon and then they would advance to the town to deal with the threat. I am perplexed by the two platoons north of Chateau-Salins that seemed to move on their own to the town. I could see no firing on units in Chateau-Salins but they moved to the town and set up to defend before CCA arrived. Also, CCA's artillery strikes on Varangeville and Remerville activated tank platoons that were designed to wait for friendly units in those towns being fired on. I did not think about artillery doing the activation. Mostly, it went as planned: Rotar performing his recon fired on units in Luneville and activated two tank platoons that descended on him. Cupcake fired on units in Arracourt and triggered two tank platoons to come to the town and they were waiting for CCB when it began the assault. I apologize also for the time limit not being in the briefing. I have seen where in the past, mission times in excess of two hours were frowned upon, so I set a two hour limit. I had tested the mission and I reached Arracourt within two hours. But I did not apprise the two company commanders that they needed to be aware of the time limit until late in the game. However, everyone did well. Most of the towns were attacked, Arracourt was assaulted, and the mission was a success.

Conn

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Offline Asid

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Re: T.A.N.K.S. Multiplayer 17/01/16 - ARRACOURT REDUX
« Reply #3 on: January 19, 2016, 03:06:13 AM »
When will we see another “Con” mission?
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Offline Cougar11

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Re: T.A.N.K.S. Multiplayer 17/01/16 - ARRACOURT REDUX
« Reply #4 on: January 19, 2016, 03:34:48 AM »
Agreed Asid. I am pleased with the detail, immersion, thought, fun, and playability of this mission, and I look forward to more on a more frequent basis Conn!!!???? LOL  ;D
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