GCoyote
Member
Assuming the units and maps were available, what action would you like to recreate in a TacOps scenario [keeping in mind that neither side should have more than about 3 brigades/regiments for playability].
I wanted to do the map first and then come up with OOBs, both historically accurate ones and best case with units at full strength. There is quite a bit on the Yahoo modern TOE group to look at and I'd planned to pick up some more books on the battle as well. I lost the ones I had in a move years ago. I'm still not clear on how much artillery each side should have.It is map307c in the map room at tacopshq.com. I am actually in the process of redesigning the map and the scenario, but the terrain would look the same.
Did you have any ideas for your own VoT scenario? It seems ineffective if we should be working on separate scenarios.
I found quite a lot of information in Rabonovich' book. There is a small book by Simon Dunstan which has good maps and some more hard facts on OOBs.I wanted to do the map first and then come up with OOBs, both historically accurate ones and best case with units at full strength. There is quite a bit on the Yahoo modern TOE group to look at and I'd planned to pick up some more books on the battle as well. I lost the ones I had in a move years ago. I'm still not clear on how much artillery each side should have.
I did a couple of dry runs using factory scenarios with substituted units just to see how short-range night fighting would look without thermals and few ATGMs. The dug in defenders actually did pretty well, fewer losses than the real IDF had to face. Unfortuneatly, the AI doesn't know how to breach a tank ditch so I had to settle for a low but crossable tracked vehicle setting for the obstacles.
Yes please, except for the aforementioned sources. Do you also have ideas for a scenario and a map?This is a great idea indeed... If you're interested I can try to provide any hystorical information on this battle.
I just started a thread topic in the "TacOps User Guided Development" area soliciting suggestions on new code in TacOps for night fighting.The night fighting is hard for the israelis. I have set Normal Visibilty to 500 meters and Thermal to 1200, and then given all Syrian tanks thermal sights. The Israeli player cannot make many mistakes during the night scenario, but it is not impossible to defend. I may be in the process of redesigning the night rules, because as the scenario is now in order to play the night action, both players nedd to jump out of PBEM mode and use umpire tools, and then restart the game. When the night fighting is over they have to repeat it. Any ideas how to solve this are welcome.
Those ranges actually sound pretty reasonable. IIRC the std Soviet tank-mounted light was rated for 1000 - 1200 m. I might have a book on that somewhere. The last US searchlight I used was rated at 1,500 m [but see my comments on search lights in the User Guided Development section.]. . . The nigh fighting is hard for the israelis. I have set Normal Visibilty to 500 meters and Thermal to 1200, and then given all Syrian tanks thermal sights. The Israeli player cannot make many mistakes during the night scenario, but it is not impossible to defend.
I may be in the process of redesigning the night rules, because as the scenario is now in order to play the night action, both players nedd to jump out of PBEM mode and use umpire tools, and then restart the game. When the night fighting is over they have to repeat it.
Any ideas how to solve this are welcome. . .
Actually, you can not have less than 500 meters I think, regardless of what the LOS was in real life.The 500 meter level for normal vision depends on what moon level you are simulating. There is probably some astronomy site we could look up Oct 1973 on to see what it was historically.
Executive Officer, or simply XO.tank of company vice-commander (I don't know how to translate it properly)