Jan 11 2010, 04:08 PM
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#1
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 31 Joined: 2-July 06 From: Colorado Member No.: 79 |
File Name: Breakout2
File Submitter: rainman File Submitted: 11 Jan 2010 File Updated: 9 Feb 2010 File Category: MEDC DB Used: HCDB100208 Authors: Patrick Howard Battleset-MEDC: .sco - EC2003 - EC2003 By request, a modified "Breakout", with a saner starting position and more friendly assets. Upgraded to HCBD100208, with a new obstacle (guess what!). 3 days added to time. Sorry for my lousy playtesting. Duck. Click here to download this file |
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Jan 25 2010, 12:20 PM
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#2
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Administrator ![]() ![]() ![]() Group: Staff Pukes Posts: 4520 Joined: 12-February 05 From: St. John's, Newfoundland, Canada Member No.: 2 |
Currently playing this one. As promised, still a very busy scenario. (IMG:style_emoticons/default/biggrin.gif)
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Jan 31 2010, 03:41 AM
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#3
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Advanced Member ![]() ![]() ![]() Group: HUD3 Posts: 223 Joined: 6-March 05 From: Germany Member No.: 32 |
HI Patrick,
havenīt done any HCE for a longer time. maybe I should restart with playing your scen and scen restart with scen writing. Breakout seems to be a challenging one. Best Regards, ralf |
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Feb 2 2010, 04:28 PM
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#4
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Administrator ![]() ![]() ![]() Group: Staff Pukes Posts: 4520 Joined: 12-February 05 From: St. John's, Newfoundland, Canada Member No.: 2 |
[SPOILER ALERT]
Ran out of time and ended this one in a draw. I lost a Tico and suffered heavy damage to a Perry during a close range gunfight in the early hours of the battle. Also encountered some torpedo attacks from submarines that I did not afterward locate. Both of my submarines were lost to mines trying to find a way past Italy. I demolished the two largest airbases and heavily damaged all of the others, to the point that I had total control of the air and sea spaces, but I ran out of time trying to get past Sicily. Is there enough time to actually make the transit? |
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Feb 2 2010, 07:31 PM
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#5
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 108 Joined: 21-July 07 From: Australia Member No.: 567 |
There are 2 "on station" windows. Perhaps one is minimum vic, and the other total vic?
1 km/h = 0.539956803 knots Shorter (minvic?): 777nm = 1,439 km 48 hours total mission 22 knots = 40 km/h = 35 hours Leaving the Supply and Antonio ships behind can get you to 29 knows = 53 km/h = 27 hours -------- Longer (tovic?): 864nm = 1,637 km 48 hours total mission 22 knots = 40km/h = 40 Hours Leaving the Supply and Antonio ships behind can get you to 29 knows = 53km/h = 31 hours. So you can get there in time, although it's a tight call, and you really need to motor along. I'm also fairly sure there is a heavy minefield which will slow you down. |
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Feb 2 2010, 07:37 PM
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#6
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Administrator ![]() ![]() ![]() Group: Staff Pukes Posts: 4520 Joined: 12-February 05 From: St. John's, Newfoundland, Canada Member No.: 2 |
Leaving the Supply and Antonio ships behind can get you to 29 knows = 53km/h = 31 hours. So you can get there in time, although it's a tight call, and you really need to motor along. I'm also fairly sure there is a heavy minefield which will slow you down. Yeah, I considered leaving behind the support vessels but thought that might not bode well for their survival, or my eventual need for replenishment. The minefields pretty much prevent a straight route. |
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Feb 2 2010, 08:42 PM
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#7
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 108 Joined: 21-July 07 From: Australia Member No.: 567 |
Leaving the Supply and Antonio ships behind can get you to 29 knows = 53km/h = 31 hours. So you can get there in time, although it's a tight call, and you really need to motor along. I'm also fairly sure there is a heavy minefield which will slow you down. Yeah, I considered leaving behind the support vessels but thought that might not bode well for their survival, or my eventual need for replenishment. The minefields pretty much prevent a straight route. They don't actually do anything though? Unless I've missed a patch which added replenishment? The Antonio is basically a large slow target, transfer it's helos to the CV or something. If the Supply class would actually replenish the SAM's on the CV group, then I'd keep it, but they don't do anything afaik. |
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Feb 2 2010, 09:02 PM
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#8
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Administrator ![]() ![]() ![]() Group: Staff Pukes Posts: 4520 Joined: 12-February 05 From: St. John's, Newfoundland, Canada Member No.: 2 |
They don't actually do anything though? Unless I've missed a patch which added replenishment? The Antonio is basically a large slow target, transfer it's helos to the CV or something. If the Supply class would actually replenish the SAM's on the CV group, then I'd keep it, but they don't do anything afaik. No, they don't actually perform replenishment, but I try to play as realistically as I can, often imposing artificial limitations on my game play. |
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Feb 8 2010, 12:11 PM
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#9
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 31 Joined: 2-July 06 From: Colorado Member No.: 79 |
They don't actually do anything though? Unless I've missed a patch which added replenishment? The Antonio is basically a large slow target, transfer it's helos to the CV or something. If the Supply class would actually replenish the SAM's on the CV group, then I'd keep it, but they don't do anything afaik. No, they don't actually perform replenishment, but I try to play as realistically as I can, often imposing artificial limitations on my game play. I'm with Brad on this. I think I screwed you guys, so sorry. I'll add 2 days to this soon, or you can too. |
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Feb 8 2010, 09:23 PM
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#10
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 165 Joined: 14-July 08 From: near canberra, australia Member No.: 804 |
They don't actually do anything though? Unless I've missed a patch which added replenishment? The Antonio is basically a large slow target, transfer it's helos to the CV or something. If the Supply class would actually replenish the SAM's on the CV group, then I'd keep it, but they don't do anything afaik. No, they don't actually perform replenishment, but I try to play as realistically as I can, often imposing artificial limitations on my game play. I'm with Brad on this. I think I screwed you guys, so sorry. I'll add 2 days to this soon, or you can too. A couple of extra days would be nice. I've had a few goes at each of the "breakouts" and its always a matter of racing to try and make the deadline but delaying detection and then having enough time to knock out the various (and numerous) land based anti shipping units. One suggestion (because this is one hell of an addictive scenario) is to have more alternative start positions for the anti shipping and long range SAMs, maybe the mine fields too. Not that I want it any harder mind you (IMG:style_emoticons/default/tongue.gif) Don Thomas PS, I've lost boats to that slippery sub too, its very quiet . Once I did get a detection but wasted over a dozen torps trying to get a kill. I couldn't get a reliable exact fix. |
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Feb 9 2010, 01:57 PM
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#11
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Administrator ![]() ![]() ![]() Group: Staff Pukes Posts: 4520 Joined: 12-February 05 From: St. John's, Newfoundland, Canada Member No.: 2 |
It is a good scenario, for sure, and with a couple of extra days to make the transit (because I'm guessing you pretty much have to avoid the minefields), it will still be a challenge.
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Lo-Fi Version | Time is now: 8th September 2010 - 08:08 AM |