View Full Version : Operation Seahorse
A new scenario is posted in the Warfare HQ scenario archive - an amphibious assault. Once Sturm recovers from being sick, he can finish the paratroop drop as well.
http://www.wargames.warfarehq.com/forums/forumdisplay.php?f=35
-Scott
Scott,
Thanks for the additional scenerio. I gave it a try with Beta 7 and it looks like it will be fun.
Unfortunately, I am having trouble getting any of the infantry to unload from the LAAVs. I give each carrier an unload order once it reaches the beach, but they never leave their vehicles.
I have not had this problem in any of the other scenerios. Is there a special trick for this scenerio?
Is anyone else having this problem?
Thanks,
Mike
Don Maddox
13 Feb 04, 20:56
I have not tried this one yet, but Scott did mention that unloading/loading has been changed somewhat. I guess it could be a bug.
I have not tried this one yet, but Scott did mention that unloading/loading has been changed somewhat. I guess it could be a bug.
Don,
Thanks for the reply. I have tried every combination of commands I can think of without success. Let me know if you experience the problem or whether I'm just missing the obvious :nuts:
Thanks,
Mike
Scott,
Thanks for the additional scenerio. I gave it a try with Beta 7 and it looks like it will be fun.
Unfortunately, I am having trouble getting any of the infantry to unload from the LAAVs. I give each carrier an unload order once it reaches the beach, but they never leave their vehicles.
I have not had this problem in any of the other scenerios. Is there a special trick for this scenerio?
Is anyone else having this problem?
Thanks,
Mike
Mike
I plan on playing this today after printing out and reading the manual in detail.
What commands are you using, I only see the load/unload command in the unit pop up window ??
The problem with load/unload appears to be with the AAV7A1’s only!
I ran a small scenario using AAV7A1’s and M3A2 Bradley’s, the APC’s loaded/unloaded without any problem but the AAV7A1’s refused.
Perhaps they think they are still afloat?
The problem with load/unload appears to be with the AAV7A1’s only!
I ran a small scenario using AAV7A1’s and M3A2 Bradley’s, the APC’s loaded/unloaded without any problem but the AAV7A1’s refused.
Perhaps they think they are still afloat?
Good test. That explains why I didn't notice the problem when playing Scenerio 1 (German map). I think the load/unload problem exists with other carrier units. The HUMMVs in Scenerio 5 & 6 won't load their associated MP units.
Mike
I plan on playing this today after printing out and reading the manual in detail.
What commands are you using, I only see the load/unload command in the unit pop up window ??
I tried issueing unload order from the pop-up movement window, by right clicking on the unit and selecting "unload" and by going into the unit info screen and "unchecking" the "loaded" checkbox.
Let me know if you have any better luck.
FYI, I had a similar problem Scenerio 5 & 6.
Thanks,
Mike
I tried issueing unload order from the pop-up movement window, by right clicking on the unit and selecting "unload" and by going into the unit info screen and "unchecking" the "loaded" checkbox.
Let me know if you have any better luck.
FYI, I had a similar problem Scenerio 5 & 6.
Thanks,
Mike
Same problems as you in Scenario 10, Marines will not unload.
Also this may be me not understanding the interface but the Air Cobras will not shoot at anything using automatic target selection, even if there in the same or ajacent hex. Selecting DF, no target appear in the box ? Also when they are in the same hex as an AI unit,their icon disappears ?
They do take fire tho, and I lost one to a BMP :(
They do take fire tho, and I lost one to a BMP :(
Just one! I lost both AH-1s to that #%&* BMP :mad:
The Cobras were able to take out a couple of other vehicles with TOWs before being shot down, so it wasn't a complete loss ;)
I quit shortly thereafter once I realized that those marines were unwilling to leave their comfortable vehicles....
I just mentioned this in another thread... seems my helos are blind wombats in green pajamas. I sat them right in the same hex as enemy units I was engaging and they didn't shoot once, moved therm out to go earn thier pay at another location and kaboom. They dropped right next door to my engaged units.
Makes no sense...:confused:
Don Maddox
15 Feb 04, 10:59
I just mentioned this in another thread... seems my helos are blind wombats in green pajamas. I sat them right in the same hex as enemy units I was engaging and they didn't shoot once, moved therm out to go earn thier pay at another location and kaboom. They dropped right next door to my engaged units.
Makes no sense...:confused:
Have you reported this to Scott? He needs to be aware of this one.
Also, has anyone created a simple test scenario which includes only helicopters for the Blue side to test their spotting and firepower capabilities? I would be interested in hearing what the results are.
Funny you shold mention this... I tried several times but c+++ errors kept popping up. My ideal would be to run three seperate tests against specific types of platoon level red units. Inf/Tank/SAM.
I should be able to post some result by tonight or maybe monday morning. Any suggestions?
Funny you shold mention this... I tried several times but c+++ errors kept popping up. My ideal would be to run three seperate tests against specific types of platoon level red units. Inf/Tank/SAM.
I should be able to post some result by tonight or maybe monday morning. Any suggestions?
You are a good guy to attempt this ! :)
I would suggest if possible to alter or include different terrain types, open, wood, urban and use the LOS tool.
I will continue to play with the Helos speed, altitude, movement and terrain in Scenario 10 to see how it affects the DF, as well as the LOS tool ( I also noticed that those scenario 10 helos only seem to have 20mm `s, no TOW or rockets.)
Unfortunately, I am having trouble getting any of the infantry to unload from the LAAVs. I give each carrier an unload order once it reaches the beach, but they never leave their vehicles.
We fixed this one last night. Let’s just say the reason was... kinda embarrassing. :nuts:
-Scott
Don Maddox
16 Feb 04, 12:22
Well, at least we're making progress. Slowly but surely.
We fixed this one last night. Let’s just say the reason was... kinda embarrassing. :nuts:
-Scott
Scott,
Thanks for the update. Do you know if this fix will also correct the problem with the MP units not loading into their assigned Hummvs? This inability to transport units make Scenerio 5 & 6 all but impossible.
Thanks,
Mike
You are a good guy to attempt this ! :)
I would suggest if possible to alter or include different terrain types, open, wood, urban and use the LOS tool.
I will continue to play with the Helos speed, altitude, movement and terrain in Scenario 10 to see how it affects the DF, as well as the LOS tool ( I also noticed that those scenario 10 helos only seem to have 20mm `s, no TOW or rockets.)
Thanks!
Well, my timeline will need to be wednesday before posting any results. I have a double-shift coming up tonight at work and a test tomarow at school so real life jumped in with teeth. But the rest of the week looks clear for me to really have a go at this. I am going to run seperate speed/alt and LOS stuff by setting up three or four seperate battles on the battlefield with a big map. That way I don't have to actually create four seperate scenarios per test :nuts: . I'll keep people posted.
-T
Don Maddox
17 Feb 04, 10:08
Has anyone tried the amphib scenario with beta 8? Let me know how it turns out.
Ivan Rapkinov
17 Feb 04, 18:38
Has anyone tried the amphib scenario with beta 8? Let me know how it turns out.
works fine for me.
getting the tactics right without MMing it to death is my challenge
Well Scenario 10 with Beta 9 ( as it shows up to be in my version ) now unloads the Marines, however:
1: The MG & Grenadier Sections will not move when given " Best Tactical " move orders, or "Direct Move" orders. The 7 man Rifle Sections and the AAV7`s will move into the enemy hex, and then preceed to sit there for 7+ turns with no one shooting at any one, either the Marines, AAV7`s or CIS :confused: ??
2: In one Map section a Marine Rifle Section fired twice at a BMP when one hex out, then just sat there when in the hex.....
3: In another Map section the 7 man Rifle Section fired on, and killed the CIS MG `s, then did nothing about the others....
The only thing the CIS wants to shoot at are the Helos, and an 7 round AK burst shot one down.
I stopped playing after this non action went on for 10 turns.
I do have a save Game.
I have to say I have not had one crash or error since installed and playing with with Beta 7 - 9 :)
1: The MG & Grenadier Sections will not move when given " Best Tactical " move orders, or "Direct Move" orders. The 7 man Rifle Sections and the AAV7`s will move into the enemy hex, and then preceed to sit there for 7+ turns with no one shooting at any one, either the Marines, AAV7`s or CIS :confused: ??
I experienced the same issue you described above. It appears that the single marine squad marker is breaking into it's "multi-part" components when it tries moving into the first hex. I always play with the "Compress Multi-Part units" checked so I should never have more than one unit marker per squad. In this scenerio however, the 7 man rifle squad would move as directed, but the Grenade and MG markers would never move from the original unload hex.
I haven't had a chance to test this problem in other scenerios yet so I don't know if this issue is unique to the Marine squad units or if the problem is more global. Has anyone else performed more comprehensive testing yet?
Thanks,
Mike
Don Maddox
18 Feb 04, 10:16
Have you guys e-mailed this stuff to Scott?
Have you guys e-mailed this stuff to Scott?
No, but I guess Scott could see it by just running the scenario since Mike and I both get it. If he can`t duplicate it I have a save.
Also, the speed setting allows you to get the AAV7`s up to 78+ MPH.
Useful for moving around the Map................... :cheeky:
Have you guys e-mailed this stuff to Scott?
Don,
I sent Scott a note describing the problem earlier this evening. Hopefully this won't be a hard problem to track down.
Has anyone noticed if other scenerios exhibit the same problem? Real life keeps getting the way of my continued testing/enjoyment of this game :mad:
Thanks,
Mike
:nuts: I just tried playing scenario 10 with " compress multi parts " checked in the prefs. to see if that would get the Grenadier & MG`s sections moving with the Rifle sections when they unload and are given " move " orders.
However, now all the various platoons Grenadiers & MG sections are loaded on their _own_ AAV7`s, in a different Map area, and not combined with the Rifle section AVV7`s as when " compress multi parts " is NOT checked :confused:
That's a real spiffy infantry model. :mad:
Don,
I sent Scott a note describing the problem earlier this evening. Hopefully this won't be a hard problem to track down.
Has anyone noticed if other scenerios exhibit the same problem? Real life keeps getting the way of my continued testing/enjoyment of this game :mad:
Thanks,
Mike
Looks like this issue has been solved in the lastest Beta build. In catching up with my personal email, I found the email below from Scott...
Hi Mike,
I’m not sure if I got back to you on this or not... it’s been kinda hectic lately. In any case, we’ve finally got this all nailed down, or at least I think we did. It was a global issue we introduced in build 9. But everything seems to be working correctly
Thanks again for your report and stay tuned!
-Scott
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