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Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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This is something I've been mulling over for months, if not years, by now. And no, I don't really expect SCS to do any of this, at least not anytime soon, but maybe this can be a helpful little nudge in the right direction for SCS or other developers of modern naval sims.
I'm breaking my suggestions up into 3 cumulative levels, with the lower levels requiring the least amount of changes and the higher levels being more ambitious. Level One
Level Two
Such a campaign could look like this: Six players decide to start a new campaign. They choose a mission, designed as a single/MP mission with the existing mission editor, based upon Red Storm Rising. The US side has a certain amount of time in which it must successfully move X number of transports from the US East coast to Europe. X is greater than the number of transports in the Order of Battle at the start, but more transports are spawned at US ports every so often. They load the scenario and split up into two teams of three. Each side agrees on a password for their Side lobbies and set it. They read their Side briefings and examine the assets that they have to complete the mission. Using side chat, they discuss a strategy. They select the loadouts of the playable platforms based upon that strategy. When they are both ready, start the clock and the simulation begins. The US side orders their merchants to a French port by assigning them to an FFG's formation and assigning the formation the PIM waypoints tactic with the final waypoint being at the port. They also order their P-3s in Iceland to sonobuoy search the GUIK Gap, order a CSG and its 688I escort into the area. Meanwhile, the Russians are ordering their Northern Fleet assets to deploy and are searching for the US CSG with their Bears (too bad they're not playable) Having set their tactics, both sides select time compression and advance the clock. When an Akula nears Iceland, Russia exits time compression. Two players enter the Akula and split up the stations, while one remains in the lobby, watching to see if the Bears report any contacts on the 2D map. The Akula launches a LAM strike against the US airbase on Iceland. The destruction of the airbase fires a trigger that sends a radio message to the US playables, and a message noting the destruction of the base appears automatically in the log in the US Side lobby. The US players thus learn about the attack and jump into one or more P-3s that are in the area. They make a guess about where they attack came from and begin dropping buoys. Maybe they find the Akula, maybe they don't.... (OMFG the P-3 is in a scenario and it doesn't automatically pwnz0r everyone because the op area isn't artificially small!!!!111!!!). The next day, the group gets together for another session and they log back into their respective sides. They adjust any tactics as necessary to account for the developments from the last session. The Russian Bears have located the US CSG, so the Russians order two Akulas to intercept it and steer their surface fleet in that direction. Russian players jump into the Akulas and decide to attack the CSG, targeting the AEGIS escorts. Meanwhile, US players are manning various subs or FFGs in the area (no P-3s this time because the base nearest to the front lines is no longer operational). Both sides set time compression as they watch their sensors for a contact. As the Akulas close with the CSG, a US player in the 688I detects them and sets 1x time. The Russians now know something is about to happen because of that, and they probably guess that it means their subs have been detected (or maybe the Americans are about to launch an attack of their own somewhere else), but neither side complains because they know how much it would have sucked if they had to watch their sonar screens for hours. The other US players jump into an FFG in the formation and an MH-60, and they fight for an hour or two.... The next session begins with SOSUS reporting that Russian subs have slipped through the Gap (approach trigger set up in mission design), and US players now move to control ASW assets in the North Atlantic to defend those convoys.... The balance here largely depends on the results of the previous battles. How many Akulas do the Russians have left to attack with? Is the US CSG still afloat, sending F/A-18s on CAP to keep the Bears from finding the convoys? And so on, until enough convoys arrive in France or until time runs out. Level Three
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