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Molon Labe 05-06-07 12:17 PM

"Long" Scenario Working Concepts
 
This is a copy of a post I made at CADC about three scenario concepts I'm thinking about. I'd like to get some thoughts and feedback from a wider audience, so I'm posting it here too. All three of these are intended to be part of a series of "long" scenarios that I started discussing back with this poll. Let me know what you think!

Opposed Landing
Concept: One faction has taken possession of an island; another faction is tasked with retaking it. To take back the island, the attacking side must escort an ARG (including LSTs) to one of several accessible coastlines. The commander has discretion of which particular site to land on. The defenders, of course, will attempt to intercept and destroy the ARG before it can land its troops/tanks successfully. The mission is intended to present operational and tactical level choices to the players. Any resemblance to any historical events is entirely coincidental. Estimated play time is 4-6 hours.

Order of Battle:
Defenders: Akula SSNs, possibly Kilo SSKs for coastal patrol, P-3, FFG. May possibly include Tarantul PTGs.

Attackers: ARG led by FFG, main body of LSTs, possible LSDs, Arleigh Burke DDG escorts. 688I SSNs on advance patrol. P-3 from nearby base. Possible FFG picket escorts.

Possible Features: Defenders are reinforcing the island over the course of the mission. The successful arrival of the supply ships spawns land installations, the presence of which may prevent a successful invasion. If these installations are spawned, the detection of them by the attackers will lead to tasking messages explaining the new victory conditions which have been added.


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Amphibious Force-on-Force
Concept: This is a variation on the Opposed Landing scenario, but with both sides starting at a neutral posture. The objective is for one side to be in possession of the island at the end of the alloted game time. The side that lands first will spawn a number of installations commensurate with the number and type of ships successfully landed; some or all of these installations must be destroyed before the opposing side can retake the island.

Order of Battle:
Both sides will have an FFG-led ARG, P-3, and SSNs. An independent submarine tender and DDG escort may also be present in the "offensive zone".

Possible features: inclusion of strike/fighter aircraft to the side taking the island first, to be based on an airport once control is taken. Tender, if present, could allow refresh of armaments so the SSNs can support a 2nd mission once the first task is completed.

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Across the Line of Death
Concept: [Borrowed from Fleet Command/688I H-K] US CSG must complete a transit through the Gulf of Sidra to demonstrate Freedom of Navigation. "Libyan" Kilos oppose the transit. US ROE will be peacetime but with certain aggressive acts held to be indications of hostile intent, triggering self defense. The US wins if the CSG arrives at a goal line without substantial damage, of if Libyan capacity to inflict such damage is eliminated. Libya wins if the US fleet is driven out of the Gulf or suffers substantial damage AND at least one attacking Kilo survives. Estimated time: 4 hours.

Order of Battle:
US: FFG-led CSG, at least one 688I on advance screen. Possible P-3 from Italy.
Libya: Two Klub-capable Kilos, possible Tarantul PTG support, possible MPA support.

Possible features: US transit routes may be restricted by presence of Tarantuls
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Some disussion has already been had here, so if you're registered there or would like to be, my preference is that you post your feedback there instead of here (just to keep things easier to develop and respond to). These are only working concepts at this time, so the final product will probably be refined a bit from what you see here. I've started doing some preliminary testing on the Opposed Landing scenario, and may release an early version of it soon.

Thanks!


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