Beiträge von Duke

    Tacbat:
    "OPERATION VARIABLE 4
    [HR][/HR]


    Yes, time is drawing closer to the next OPERATION VARIABLE campaign! In order to start the New Year off right, what better time to run the next edition of the OPV series? Expect the campaign to kick-off in Jan 2014.


    The date will be set once I can coordinate hosting services, but expect it to be on a weekend around 1900Z to maximize participation from SB players around the world. Those with the ability to host please contact me if you are available to help out.


    Some of you are veterans of previous versions of OPV and for some this will be their first. I will be posting up the draft rules in the days to come to solicit feedback and to give everyone a glimpse into how this version of OPV will run. This edition should be much easier administratively than previous ones. For now, I will hit on some highlights until the draft rules are published for comments.


    1. This will be a multi-sided campaign with a total of 4 different teams. The goal of the campaign is to take total control of an island by destroying the opposing teams. Players are free to create their own teams, but they must have a minimum of four players to form a team. There is no maximum to the number of players a side can have. This is very important, so start thinking about putting a team together now while there is still time before the campaign starts!


    2. Each team will have distinct equipment based on a specific country. Choices are US, Spanish, Swedish and Danish equipment. The possibility of using Canadian, British, Austrian or Russian equipment also exists.


    3. There will be a maximum of 5 missions played, each lasting approximately 60 min. Of course if one side gains control of the island before the 5th mission, then the campaign will end early. Expect to play 2 missions a month on alternating weekends.


    4. Diplomacy. Teams can form alliances amongst themselves to fight the other teams, but a team can only have an alliance with one other team. If there are only two teams left, then they cannot be allies with each other.


    5. Time of day. This will be broken down into 4 times of the day starting with a dawn scenario. A mid-day scenario will follow, then a dusk and then night scenario.


    6. Point System. Points will be awarded for territory controlled or captured, plus enemy vehicles destroyed. These points will then be used by each team to purchase reinforcements for the following mission.


    That’s all for now. The important thing is to start thinking about putting a team together. I will announce a time and date for when I will start taking team submissions. It will be a case of “first come, first served” when it comes to choosing what equipment a team will use.


    If you have a question about the campaign, I would suggest waiting until I can post the rules in the hopes that it may be answered within them. Thanks!"

    Servus,


    die Ankündigung für OPV 4 ist raus.
    Das ganze wird von Tacbat koordiniert.


    Tacbat.
    "OPERATION VARIABLE 4
    [HR][/HR]


    Yes, time is drawing closer to the next OPERATION VARIABLE campaign! In order to start the New Year off right, what better time to run the next edition of the OPV series? Expect the campaign to kick-off in Jan 2014.


    The date will be set once I can coordinate hosting services, but expect it to be on a weekend around 1900Z to maximize participation from SB players around the world. Those with the ability to host please contact me if you are available to help out.


    Some of you are veterans of previous versions of OPV and for some this will be their first. I will be posting up the draft rules in the days to come to solicit feedback and to give everyone a glimpse into how this version of OPV will run. This edition should be much easier administratively than previous ones. For now, I will hit on some highlights until the draft rules are published for comments.


    1. This will be a multi-sided campaign with a total of 4 different teams. The goal of the campaign is to take total control of an island by destroying the opposing teams. Players are free to create their own teams, but they must have a minimum of four players to form a team. There is no maximum to the number of players a side can have. This is very important, so start thinking about putting a team together now while there is still time before the campaign starts!


    2. Each team will have distinct equipment based on a specific country. Choices are US, Spanish, Swedish and Danish equipment. The possibility of using Canadian, British, Austrian or Russian equipment also exists.


    3. There will be a maximum of 5 missions played, each lasting approximately 60 min. Of course if one side gains control of the island before the 5th mission, then the campaign will end early. Expect to play 2 missions a month on alternating weekends.


    4. Diplomacy. Teams can form alliances amongst themselves to fight the other teams, but a team can only have an alliance with one other team. If there are only two teams left, then they cannot be allies with each other.


    5. Time of day. This will be broken down into 4 times of the day starting with a dawn scenario. A mid-day scenario will follow, then a dusk and then night scenario.


    6. Point System. Points will be awarded for territory controlled or captured, plus enemy vehicles destroyed. These points will then be used by each team to purchase reinforcements for the following mission.


    That’s all for now. The important thing is to start thinking about putting a team together. I will announce a time and date for when I will start taking team submissions. It will be a case of “first come, first served” when it comes to choosing what equipment a team will use.


    If you have a question about the campaign, I would suggest waiting until I can post the rules in the hopes that it may be answered within them. Thanks!"

    Servus,


    so die Kampagne ist beendet.


    12Alfa:
    "First Clash is done.



    Thanks to all who played. I saw some great team play.


    First I would like to say what First Clash was meant to be. A realistic as possible portrait of the 24 hours the 4CMBG's action against the Soviets Guards as in the book, using the AFV's and options in SB Pro PE, and players for the community over a span of weeks totaling 12 missions, divided into a Recon and then Combat mission, with POSTED rules.



    The following is how I saw what happen, how players seen it varies:


    1-The rules were posted, and I admit were changed to suit the play, this said they were discussed, agreed by all CO's and myself before next mission.


    2-Comments that the Red side TO&E was not fair was common even though it was post on two sites. I even posted pictures and sent excel sheet.


    3- Red side was unable to fight with greater resources against the Leopard1, and TOW equipped M113's.


    4-Red side inability to deal with minefields buried, the changed (by both CO's) to unburied, still not good enough.


    5- Red side unable to fight facing the sun.


    6- Red side unable to fight in low light conditions, when Blue had the same problem.


    6- Buffer zone was created to keep both sides on a FLOE was not the 1km, but 800m(aprox) was unacceptable.


    7- The 20/40 AFV rules (including three batteries of arty) was a issue for red.


    8- Language from Red side was just unacceptable when they did not get there way, both myself and Brun were subject to it in our co-orgs, disappointing .


    9- Certain terrain features were a issue from Red, even though Blue had the same terrain to move on.


    10- Red had the advantage to pick their entry grids (as per the rules that they did not read), and still had issues with the Leopard1 fire control system that they deemed far superior, instead of choosing terrain that would null the perceived greater Leopard advantage.


    11- Red side was unable to send deliverable's ( units/entry grids etc) to CM on time, causing last minute changes, that led to mission issues.


    12-Red had issues with minefields, steel beams, etc on map, but outside of play.


    13- Red has issues with 50cal killing BTR's.


    14- Red had issues with 105's when they had 125mm guns.


    15- Thinking that just throwing a greater number of tanks against a player with a proper, well thought out plan will work.


    16- Players that have one type of play (VU,single etc), will not do well in a realistic type of play under realistic conditions.


    17- Red had issues when the sun lit up the side facing it, and darken the other side of the AFV's.


    18- Red had issues with their AI not engaging, when Blue had the same AI.


    Just a few, there were many more, some boarding on the ridiculous, I won't bore you.


    Over all I enjoyed the training value of campaign development,many lessons learned, but foremost the ability of members to lead and carry out a mission in realistic conditions, sadly there are those who have issues with many real life conditions that they would face if they start to wear a uniform, that being said it's just a sim after all.


    When picking the CO's I had players step up, I thank you for your nominations. Having to make the decision on the CO's was my biggest challenge. I was as given advice by V and and other senior players, but I decide to give a few people the chance, so the player I wanted, I held back, for that I am truly sorry, it won't happen again.


    The ability to lead is something we all aspire to, many see doing this on a "fair" type of play (TGIF etc) is the making of a good leader, I think not.


    For myself, I see a good leader is a person who can take the disadvantage and run with it, when his teammates are not so sure. A leader should have the ability to see the greater picture as well, not the small details, he can hand them off to others, and the check back later to see if it works in the "Big Picture".


    I saw such a person in 4CMBG, when I heard such comments like- I have the same conditions, I have less forces, I too have to deal with no map updates, and so on. Not once did I hear those comments from the red side, rather, they saw them as "Their" disadvantage only. This was, as Campaign manager frustrating, but mostly disappointing, for it was I who assigned them Red CO.


    I should say here that 4CMBG had issues as well, how ever rather than disagreeing, using fowl language, saying everything is F(&(&'ed up, suggested fixes and compromises, I believe this is how our community should work ( maybe I'm a dreamer).


    If I were to pick a winner, I would have to give 4CMBG a thumbs up. They after all the issues, changes, fighting conditions, and compromises they gave, were still willing to fight thous 300+ T-72's


    My final comment will be a question I will ask myself for a long time. Why would anyone volunteer for the red side knowing the rules ( and could be modified in a co-org) play and them have issues with said rules, that my friends has me baffled.


    Again thanks for all (yes even the Red side) for playing First Clash. I'll try again when I see another group of players who can read rules, understand said rules, and move from east to west with the sun in their eyes. jk"

    Danke an Mr_Burns, Gladiator, Rico und Ronin.


    MkG


    Duke

    Servus,


    so der CO Red hat gewechselt, nachdem die SVU das Handtuch geworfen hat.
    Neuer CO Red ist dta delta.


    MkG


    Duke



    Tante Edit:
    @Gladiator und MR_Burns2:
    Nehmt mal Verbindung mit Falli auf, wegen neuer Serverrechte. Ich bin ab nächste Woche im Urlaub und kann, falls am 07.12.2013 etwas stattfinden soll, nicht den Horst machen.
    Ich werde 12Alfa schreiben, dass er sich an MR-Burns2 wenden soll.

    Kurze Zeit später meldete Gladiator jetzt auch einen BTR-80, den er gleich unter Feuer nahm und vernichtete.



    Da Gladiator so langsam die LFK ausgingen, forderte ich einen Mun Tonner an. War gar nicht so einfach bei dem Funkverkehr.
    Da zu dem befohlenen Versorgungspunkt kein Tonner kam, fuhr er zum Supply Depot 1.



    In der Zwischenzeit setzte Rot seine Gefechtsaufklärung südlich 128 fort.
    Zuerst kamen 3 feindliche Schützen in Sicht, die sofort von meinem KI Kommandanten mit cal.50 unter Feuer genommen und vernichtet wurden.




    Kurze Zeit später klärte mein linker Nachbar (Gibsonm; Australien) ebenfalls Schützen südlich 128 auf, die wir im Kreuzfeuer ebenfalls vernichten konnten.



    Rot versuchte es dann nochmal mit einem Schützen im Waldstück 128. Dem habe ich mit einem LFK Beine gemacht. Man konnte der auf einmal rennen.



    Im Anschluss klärte ich bei dem von Gladiator abgeschossenem BTR-80 einen weiteren BTR-80 auf.
    Der erste Schuss blieb noch in einem Baum hängen.







    Die Lücke war leider zu eng.



    Die Lücke war besser.


    Der zweite Versuch klappte dann und auch dieser BTR-80 war vernichtet.

    Dann wurde es ruhig und Gladiator war, voll beladen mit LFKs, auf dem Rückweg in unsere Stellung. Als ich meine Sachen zusammen gepackt hatte,
    um ebenfalls im supply Depot 1 neue LFKs zu laden, war die Mission zu Ende.



    Ehrlich gesagt verstehe ich die Verfahrensweise der Kampagne nicht so ganz.
    So wie ich das verstanden habe, war dies ein Aufklärungsgefecht und im Anschluss sollte, nach Absprache zwischen den CO`s und 12Alfa, der Hauptkampf stattfinden.
    Warum ROT anschließend nicht kämpfen wollte, sowie die Strategie ihres Aufklärungsgefechtes, verstehe ich immer noch nicht.
    Kann uns auch egal sein, wir haben alles vernichtet, was uns vor die Rohre gefahren bzw. gelaufen ist, ohne einen Ausfall bzw. einen Schaden an Mensch und Material.

    Alles in allem ein typischer Multinationaler H2H Abend, leider kommen wir da einfach nicht weiter.
    Es gibt immer wieder Leute die einfach nicht in der Lage sind pünktlich aufzuschlagen.
    Dann wird im Sekundentakt die Mission vom Server gesaugt, anstatt Sie wie angeboten vom TS Browser runterzuladen.
    Warum man darauf besteht, dass alle in einem Channel sind während einer Mission?
    Eine Mission ohne Kartenaktualisierung wird angekündigt, warum bereitet sich manche nicht darauf vor?
    Brun (CO Blau) war 1,5h vor Start der Mission im TS, um bei Bedarf seine europäischen Truppen oder Interessierte schon mal einzuweisen, nur keiner war da?
    Zu loben ist aber die gute Vorbereitung vom Koordinator und den beiden CO`s, so dass zu mindestens die Befehlsausgabe kurz und reibungslos verlaufen ist.

    Mal sehen ob die Roten nächste Woche ihre Einzelpanzertaktik aufgeben und endlich mal richtig angreifen. I´m looking forward.

    MkG

    Duke

    Von rechts kamen leider keine Feindmeldungen obwohl die mit ihren cal.50 rumballerten wie die Wilden. Warum die ständig auf die T-72 geschossen haben,
    wird wohl ihr Geheimnis bleiben. Es kam natürlich wie es kommen musste, und die nächsten Verluste traten ein.





    Während dieses Feuergefechtes klärte ich einen BRDM-2 im Waldstück 128 auf.



    Ich habe dies gleich weitergemeldet und Gibsonm hat ihn dann vor Brücke 2 vernichtet.

    Unser am Anfang aufgeklärter T-72M1 stand ebenfalls immer noch in seiner Stellung.
    Wenn man doch nur den Draht verlängern könnte.



    T-72M1 leider über 4000m entfernt!


    Während unser rechter Nachbar im Feuerkampf stand, hat unser CO Bomblett Ari Feuer angefordert.



    Im Hintergrund beginnt unser Bomblett Ari-Feuer auf die T-72M1


    Gladiator klärte dann einen T-72 bei 121 auf und schickte mal einen LFK zum Gruß rüber.
    Pardauz, Kardengel, Treffer allerdings kein tödlicher, aber der zweite LFK machte seine Sache besser.




    Ich in Stellung, dahinter Gladiator. Von dort hatte er den Bereich 121 voll im Griff.


    Nach einer gefühlten Ewigkeit trat dann ein weiterer T-72 in Sturmfahrt an. Nun war ich an der Reihe, während Gladiator die Trefferwirkung meines LFKs abwartete.








    Mein Aal hatte getroffen, leider wieder nicht tödlich, so dass Gladiator sofort seinen abfeuerte und auch diesen T-72 aus dem Rennen nahm.

    Servus,


    hier das Gefecht aus meiner Sicht.
    Informationen zur Kampagne gibts hier.


    AAR auf SimHQ



    Eingeteilt als Zugführer, eines PzJgZg M113 G3 TOW, war es mein Auftrag ,die Freifläche zwischen den Punkten 122, 128 sowie 121 zu überwachen.
    Zusätzlich sollten wir noch das Gebiet OSTWÄRTS 121 ebenfalls überwachen.
    Unsere Ausgangsstellung war hervorragend. In Richtung OST KUPPENHEIM lag ein Minenfeld und zusätzlich ein Hügel, so dass wir aus der Richtung gedeckt waren.
    Um die Freifläche im NORDEN zu überwachen, konnten wir uns teilgedeckt hinter einen Hang stellen.
    In der ersten Phase des Gefechtes war dieser Raum durch einen PzGRenZg besetzt, so dass wir im Schwerpunkt auf die Höhen NORD OSTWÄRTS KUPPENHEIM überwachen konnten.

    Mein Kettenhund war Gladiator, ja genau der, der immer Panzer fahren will. Am Anfang kam natürlich auch prompt wieder das übliche: „Duke Ich hätte lieber einen Panzer“.
    Aber das ist hier schließlich kein Wunschkonzert. Seine Sache hat er wie in der Lappland Mission wieder ausgezeichnet gemacht.



    Anfangsbild aus dem AAR mit allen Parteien

    Er klärte sehr schnell feindliche Aufklärungsfahrzeuge BRDM-2 auf, die Richtung KUPPENHEIM antraten. Desweiteren klärte er auch einen T-72 südlich Geländepunkt 150 auf.



    Da uns leider kein EMES zur Verfügung stand, konnten wir die Entfernung nur schätzen. Es gab auch keine Kartenaktualisierung .
    Nach kurzer Beratung gab ich 1 Schuß Feuer frei, und er versuchte sein Glück.




    Der LFK flog gut, leider war der T-72 über 4000m entfernt und der LFK stürzte kurz vor ihm ab. Das war aber heute sein einziger Fehlschuß.

    Gladiator hat jedenfalls weiter sehr gut beobachtet, und ich habe schön brav an meinen CO (Brun aus den USA) weitergemeldet.
    Es gab auch immer mal wieder Zivilfahrzeuge die todesmutig zwischen und durch die Linien fuhren.





    Duke in Stellung, rechts daneben Gladiator (verschiebt sich später nach hinten)


    Auf einmal cal.50 Feuer aus Richtung 121. Der PzGrenZg NÖRDLICH von uns hatte feindliche Aufklärungskräfte BRDM-2 und T-72M1 angeschossen bzw die Ihn.



    Der Plan sah vor, dass er jetzt über Brücke 2 ausweichen und an unserer rechten Flanke in Stellung gehen sollte, um das Minenfeld zu überwachen.







    ????


    Nach einer Weile hatte er auch seine Teile eingesammelt und ist ausgewichen. Jede Menge los auf dem Funk heute, ständig wird sich über fehlende Kartenaktualisierung aufgeregt.
    Anstatt mal die Arschbacken zusammen zu kneifen, wird nur gemotzt und der Funk blockiert.
    Bei uns wurden die Panzergeräusche immer lauter, die mussten jetzt schon bei 121 sein.


    und so gehts weiter:


    The Battle continues….


    The afternoon started with D Sqn 8CH moving into their assigned AO’s to observe and report to the CO the enemy’s composition and direction. A patrol of two Lynx AFV’s just north of route L77, across the river were hidden in a small wooded area and were the first to report movement to the east in the direction of Bischweier.


    While the recce units were reporting the guns of 2RCHA were destroying the bridges in the AO, giving the enemy few crossings into 4CMBG AO. As the Soviets moved their BRDM2’s around and through Bischweier, BTR 80’s moved to dislodge some troops to recce west into 4CMBG’s defensive positions.


    The first casualty was a lay-back patrol just west of Bischweier, who tried to engage a T-73 with a Milan, but the commander of the 125mm armed tank (dejawolf) took out the threat within minutes, gone was the advance warning of the enemy’s movement for the 4CMBG CO.


    The recce Sqn was now seeing advance recce units moving at high speed to the west, and as contact reports filled the air the enemy caught a Lynx just south of Rauental and the call sign 41was immobilized first in a gun duel before the team partner responded with a burst from the AFV’S 50 CAL took down the BRDM2.


    T-72 moving north of the river engaged more D Sqn Lynx’s, and both crews and vehicles were lost, the Soviets were past the north east 462 highway and making good time in their push towards the autobahn.


    As the civilian’s trying to escape the war were also moving to the west on the same road network as both combatants they too took fire and did not continue when hit, most were killed in their cars not knowing that a large tank round would end their life in a flash.


    A TOW section manned by the Germans fired through a gap in the wood line on the east side of the river outside Favorite to the north. They continued to fire ATGM’s till rung dry, and were resupplied by the CO by
    redirecting his hidden echelons to the correct grid under cover from the enemy.
    The Soviets continued to push west, the recce Sqn pulled back and re-engaged taking more AFV’s out, soon the battlefield was quiet.


    Looking to the west one could see the price the Soviets and the civilians had paid as 4CMBG tried to hold ground. In the end the Recce Sqn and the TOW section has indeed stopped the move in this AO, but for how long. A tank troop in reserve was not called upon to brunt any enemy movement past the autobahn. A lone Soviet lay back section in Rasttat was now cut off, but reported the 4CMBG was still active in the area.


    Sigs intel reporting that a few Soviet commanders were now missing from their posts, it’s unclear if they were killed in battle, or due to their performance recalled to Moscow. Both sides are now resupplying their troops with ammo and fuel for the next encounter that will be as violent or more so for both sides.


    Server AAR

    So nun der letzte Akt.
    Ich habe Ricos abtrünniges Teil per Hand in unseren neuen Stellungsraum gefahren.
    Während wir also im Wald Richtung Flankenstellung antreten, führt der Feind einen Gegenangriff durch.
    Beteiligt waren BMP-1, BRDM-2 und 2 Panzerzüge T-62.
    Bravo hatte sich allerdings schon auf die Kampfentfernung warm geschossen und bevor sich der Feind entfalten konnte,
    war er auch schon vernichtet.
    Nachdem wir also unsere Flankenstellung bezogen hatten, kam der Befehl die Feldpostenstellung zu besetzen.









    In den nächsten Bildern sieht man Eindrücke aus der Feldpostenstellung. Ich klärte BRDM-2, Ural und Infanterie auf.
    Geschossen habe ich nicht, sondern habe HE Ari Feuer angefordert.
    Nachdem Ari Feuer konnte von mir kein Feind mehr aufgeklärt werden und nach 87min war der Einsatz vorbei.








    Alles in allem ein schöner Abend. Ein ausgewogenes Scenario, Guter Plan, gute Führung, gute Teamarbeit und 2 mal das nötige Glück gehabt.


    Wie heißt es doch so schön: "Hat Spaß gemacht, jederzeit wieder."


    Die Version in englischer Sprache gibts auf SimHQ.


    MkG


    Duke