Saturday, April 5, 2014

Trigger-Happy! - The New Trigger System in Combat Mission Red Thunder

Triggered actions for the computer-controlled forces are one of the most awaited and exciting features in Combat Mission since the release of Shock Force. As many of you know, up until now the scenario creator of a single player mission had to guess if and when a certain player action would occur and set the computer-controlled faction orders based on SWAG. Not anymore! The new trigger system in Combat Mission now allows the scenario creator to trigger the computer controlled orders based on either the position of enemy or friendly forces. In this blog entry, a look at how this new trigger system works.

This is a setup that I did put together from scratch in 20 minutes or so. Even the map is from scratch. How many games out there can do this?

Friday, April 4, 2014

Combat Mission Red Thunder - Screenshots

What a weekend of gaming we are getting folks! The newest from Battlefront.com is out today and boy it doesn't disappoint.


Let's take a look at Operation Bagration, through the Combat Mission lens.

Wednesday, April 2, 2014

Reverse Planning and Terrain Objectives

In most war gaming scenarios you are given terrain objectives. Sometimes too many of them! But that's another issue. Among all games out there, there are different types of terrain objectives that are supposed to be (in real life tactical parlance) occupied, retained, seized or secured by the player. Some games even feature hidden objectives.

For the most simple type of terrain objectives (occupy), a thing that I always enjoyed in war games is, given an objective imposed by the scenario designer, to plan for and designate objectives for each of my subordinate units.

Let's take this small and simple scenario from Squad Battles Grenada. This is a demo from John Tiller Software that packs 10 scenarios. Pretty much a free game. Go get it!

Monday, March 31, 2014

Battle Command - Flushing Insurgents Out of Khair-ud-dim - Micro AAR

The game is Battle Command, a continuous time, 3D tactical wargame from Historical Software Corporation. It is very difficult to be brief describing all the goodies this wargame packs. Indeed, I just moved my troops around today and there is still so much to learn. For starters, I would call this wargame a simulation because the level of detail and inner workings of this thing are enormous.


This scenario features a US light infantry platoon vs insurgents in the Khair-ud-dim region (Afghanistan). This scenario is actually intended for multiplayer gameplay, but I since I am learning and commanding the attacking forces (US) I thought it would be a good scenario to learn and play in a solo mode.

Sunday, March 30, 2014

ArmA 3 - The Correct Care and Treatment of Your Combat Engineer

The last mission I published at the Steam Workshop got 19 downloads and zero comments, strongly suggesting that I cease and desist about scenario-making. :) Long time readers of the blog Marko and Doug were the only ones I heard back about the previous mission.


This week I am not even able to upload a screenshot to the Steam Workshop. Is somebody trying to tell me something? So this mission is going to be a more private release. :) UPDATE: I finally managed to upload the mission to the Steam Workshop. Link is provided within the blog entry.

Thursday, March 20, 2014

Steel Beasts ProPE 3 - Just Drive Down That Road Until You Get Blown Up

Reconnaissance. The redheaded stepchild of war gaming and combat simulations. Misunderstood, unappreciated and just plainly ignored sometimes ... Real war may have less fog than in many scenarios we play here and there. Thanks to the efforts of the scouts.


I understand the lack of gaming enthusiasm about the topic. If you are playing as the Soviets and shooting during a pure reconnaissance mission, most of the times is because you screwed up. And on top of that you are moving at a snail pace ... Unless you are in a particular part of the reconnaissance mission!

Sunday, March 16, 2014

Simulating Reconnaissance Operations in ArmA 3

The ArmA engine is one of the best for simulating small unit dismounted operations. In this new single player scenario that I recently posted at Steam, I explore how to simulate an area recon mission by a squad of NATO scouts.



Thursday, March 6, 2014

Steel Beasts ProPE 3 - Bringing Up Guns to Engagement Areas

While testing my new mission, somebody mentioned that in real life platoon commanders give their sections orders to be executed based on specific conditions being met. The rationale is that when the fight starts, communications get very intense and is not infrequent to not be able to issue orders because of all the radio traffic and general confusion.


My mission has been described as "an unruly mess of useless engagement areas". It nonetheless turned out to be quite an ice breaker to get talking.

Sunday, March 2, 2014

ArmA 3 - An Easy Way to Get the Enemy AI to Shoot Mortars at You

Well, at this pace it looks like we will get five variants of a falafel food truck before we get the CSAT AI to use its indirect fire support without some sort of scripting ...


I'm sure there are many scripts out there to have the enemy AI to shoot a mortar shell at you. But I always prefer something very simple and maintenance free.

Saturday, March 1, 2014

Steel Beasts ProPE 3 - IFVs Supporting Infantry, and Vice Versa

Steel Beasts ProPE 3 has been updated to version 3.011. The full list of changes is still being written. I've noticed a nice improvement in graphics (they look sharper and with a more realistic lighting, but it could be just placebo).


I have quite a backlog of Steel Beasts ProPE scenarios to play. This one is a pretty simple, fictional cold war-ish type of scenario. A mechanized infantry platoon is moving to contact. A meeting engagement is developing and my task is to secure a small German village. Enemy reconnaissance or the lead elements of a forward detachment are likely.