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Post by Obergefreiter Raimund on May 6, 2009 12:34:27 GMT -5
I’m trying to write the scenario for a possible game in NY. I would like your input in regards to the above poll question. If you are not sure of what a linear scripted scenario is. See the below example:
Opening Script-Allies: Allied field commander speaking to men: As you all know, some German forces have dug in heavily on the opposite side of the river.
So far, we know that they have recoilless rifles aimed right at the main road overlooking the bridge crossing; thus preventing us from moving across.
Luckily for us however is that their artillery has been silenced from the bombing runs two days earlier. We also have intelligence that their armor is being withdrawn. So it seems that we only have some infantry and possibly some anti-tank crews out there.
The bad news is that we can’t call in Artillery because of the proximity of the hydro damn to the Germans position. If that damn goes so does our bridge and possibly the road. A cost that the brass is not willing to pay.
So here is the deal. We have to do this the hard way. Gather your gear and ammunition! If you can find any, grab extra grenades. We move out at 9:00 hours sharp.
end script After this is read by the allied commander, allied forces move against the Germans in a pre-planned route of attack. So on and so forth.
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Sgt_Tom
Technical Sgt.
Combat!
Posts: 3,580
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Post by Sgt_Tom on May 6, 2009 19:37:40 GMT -5
Sounds intresting. I wouldn't want all the games I go to be like that but it sounds fun.
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YankeeDiv26
Staff Sgt.
Frustrated Mac Owner
BDM<33
Posts: 2,462
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Post by YankeeDiv26 on May 6, 2009 20:01:41 GMT -5
It's a good way to keep things running smoothly within a scenario in a peroid correct manner, so I think it's a good idea.
Small edits. Change "9:00 hours" to "zero nine hundred hours" as thats how it's properly said within the military. The script sounds a little too "hollywood" in my opinion, especially the last part. If it's from the allied CO try to have it flow like a WARNOD in WWII would. Possibly involve the chain of command with the CO giving a WARNOD to the squad leaders, ect.
-Tim
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Post by Obergefreiter Raimund on May 7, 2009 8:08:04 GMT -5
Yeah, I didn't put much effort into my example. But, I will take your advice.
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Post by Jager.Drü on May 7, 2009 9:45:39 GMT -5
Yes have and still do this with Battlesim. We also embed Observee Controlers "OC" We want the game to move how we want to the objectives we want. Most of the time this is done with a highly motivated dedicated OPFOR. Thus we know where they are going to be and depending how how they move/react/our orders we can play dumb or kill them all.
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Post by Garrick Udet on May 7, 2009 13:19:42 GMT -5
Another option is the scenario tree, where you start the game out with one specified objective, and depending on the result there is a split in the tree:
.........A ......../ \ .......B...C ....../ \ / \ ....D..E.F.G
To make this work, you need an event organizer commanding each side and in radio contact with each other so that each commander is aware when the objectives change.
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