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Counterattack At Bommelsen [4.379] 1.0.0

   (2 reviews)

8 Screenshots

About This File

Author: ben, reworked by Arch.

 

1982 West German Tank Company vs Soviet Tank Battalion.

 

Your equipment: Leopard 1A4, M113A2G, Luchs A1, MILAN, Infantry.


Enemy equipment: T-64B, BTR-70, BRDM-2, Infantry.

 

Randomized enemy forces.

 

Time limit 60 mins.


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Higgs

· Edited by Higgs

   3 of 3 members found this review helpful 3 / 3 members

A shorter version of the original. Some quick points.

I felt like the enemy attempted to attack through a very tiny area especially comapared to the map. Entire tank companies tried to move trough a small forrest road into ATG fire. That made the scenario rather easy in my opinion. Spreading the attack out might leave the AI more chances.
The artillery barage at the begining (I assume it was scripted since it did not hit any of my units) was a bit over the top in my opinion. It went on for ten minutes without any real effect.
The briefing talks about the Leopard 1A4. I understand that the setting technically requires an older tank but it would prefere to just call it a Leopard 1A5. It's what I get anyway, I'd just call it that. (That's a minor complaint at best).

 

If the Leopard 1A5 is supposed to represent a Leopard 1A4 without thermals what you could do is deactivate the thermal sights. I believe this was done with the Luchs vehicles.
Currently all Leopard 1A5 tanks do have their thermal sights.

 


All the forces are stationed outside the map at the start. There's a deployment zone but I don't understand why I would need that if the units could just be placed somewhere else anyway. I felt that it was an unnecessary decision. The deployment zone isn't big enough to properly place the platoons in defensive positions leaving you with moving them after the start anyway. Might as well just place them inside the map from the start. (That won't change a lot it's just my observation.)

I did not encounter any scripting errors or similar things. Scoring worked to and the briefing gave me all the information.
The mission was fun and entertained me for about 45 minutes.
No big complaints from my side.

Response from the author:

Thanks for the review.

 

It's called a "Leopard 1A4" due to the absence of thermals primarily. Of course it's really a 1A5 FCS under the hood anyway.

 

The deploy zone is how it is to not bias the player into putting units in specific locations and having to think a bit more than if they were on the map already, even in the same formation. Some people will just click play and not do any real placement.

 

The enemy attack is directed along a narrow frontage and preceded by an artillery bombardment (Which would have been going on for hours, not 10  minutes) as per 100-2. Of course it's not truly realistic, but I wanted to avoid the typical SB gameplay of trying to find every single unit spread out somewhere and not being really punished for mis-reading the enemy's formation. Maybe in future scenarios this can be emphasized in a more interesting way. The enemy has some intentionally bad attack routes which should be punished by the player. It's random which one you get. I haven't put a big effort to balance all routes or anything.

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davout3

  

I agree with the previous reviewer. The main OPFOR element, with its units bunched up, was travelling through some pretty tough terrain where they were canalized into ideal engagement areas (OPFOR force could not deploy from its traveling formations due to the forested areas) where the player can easily stop the column and destroy (or at least inflict serious damage) it with a small element and artillery. I would suggest adding more OPFOR units and spreading them across the map. The beginning artillery strikes were a nice surprise and also could be reserved for later if BLUFOR decides to use the stricken area as their main defensive position. All in all, a fun scenario.  

Response from the author:

Thanks for the review.

 

See response to Higgs. I will also consider more safe march-attack transitions (One of the routes has the AI easily caught in march, a bit stupid I admit) and I'll think about a follow up artillery barrage, although I did not feel like scripting such a thing this time around.

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