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Phew! That was a chunky one. Not helped by the way I managed to write the script in such a way that there was a lot of jumping back and forth.

That also made it quite difficult to get situation maps in: when there are four mostly separate threads to the battle going on simultaneously and you're dealing with them at different rates, showing the whole picture leaves a lot of room for confusion!

Which will also explain to the eagle-eyed why the number of burning vehicles in the distance keeps changing ;)

A solid scenario though- lots of decision points. I basically identified what I thought the scenario designer's intent was and then did my best to evade it... somewhat successfully... perhaps. You'll see.

With that mission done, the Marines are getting stuck into Damascus itself in the next mission, which looks like it's going to be an absolute bloodbath. Urban area? Strict ROE? Colour me concerned.

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GLG

Looks like the Syrians didn't lie down quite as expected. There was a cornucopia of US assets to meet any backbone shown by the enemy, but it was telling that you ended up zhukov'ing the hilltop to the east until coming to a moment of 'transcendence.' Don't get me wrong, I'm sure my patience would have worn very thin given the run up in that campaign. Still, you evaded what could have been a very bad day for US forces, and like baseball the trick is in avoiding errors. Color me impressed!

GLG

And just once, I'd like a scenario to provide a set of assets that end up not showing due to a TIC. Could be a nice twist.

Raw

You imbedded the video into Patron nice

Ray L

Reinforcements cannot be randomized outright by a “probability of appearance”, but they can be randomized indirectly by jiggering the Earliest Arrival Time and Arrival Span variables in the Mission Editor.

GLG

That's true enough. I was even thinking about saying in the briefing that X was arriving at such-and-such a time, then not even have it in the script lol. But, it would have not worked well since there would be no indication for the player that those assets had been pulled away due to a TIC or whatever. Maybe CM3 will add that in, we'll see.

UsuallyHaplessVideos

This is one of those instances where reality and gaming collide and its up to the designer to decide who comes out on top. Personally, I think the time investment of your average CM scenario is a bit much to screw the player over, even if it's realistic.

UsuallyHaplessVideos

Thanks very much! The summit is an interesting case of sacrificing (for want of a better phrase) sacrificing the tactical for the operational. I need that hill, I need it quick, it will 'take too long' to set up a proper attack due to the terrain, so off we go with a tactically disadvantageous frontal attack. Happens all the time.

Nicholas Shaler

Very much not my experience with this mission. I frontally attacked the compound (what is that word you keep saying; I don’t know it) then drove through that “trust me bro” position. Unpleasant both of them. But taking the summit cost me a lot less than you once I got around it first. And those cav scouts can absolutely hold their own.

UsuallyHaplessVideos

Ah, I keep saying "Caravanserai"! Fort is not too far off to be honest- they're stopping points for caravans moving along the trade routes where, amongst other things, they won't get jumped by bandits.

Matthew Zaleski

I had a very similar experience climbing the big hill. Lots of dead Marines in CQB but I did secure it. I didn't bother clearing the village but I did eventually secure the full road and triggered a Syrian surrender. I lost half of the original ambushed team. Definitely very bloody day for my Marines.