Taiwan campaign TRIGGER (*.tri) File editing

Taiwan theater

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derStef
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Gaming Interests: Falcon 4.0
Editing Interests: Terrains
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Taiwan campaign TRIGGER (*.tri) File editing

Post by derStef » 2009-02-09 13:17:00

ccc has also done some tweaks on the Taiwan tri's in the past. please report us your oberservations!


my current plan is:

primary: PRC launches a allout invasion on Taiwan isle. Allied (Japan/US/Nato) will support Taiwan as reinforces... (Japanese should get early into action)
Red forces land on several places of the island. 4 or 5 positons. many patrol and landing boats are crossing the Taiwan Strait and head on Taiwan.

Red ground forces should capture various "importand" objects or areas as a wining condition. Blue ground forces have to defend or recapture.

blue ATO should primary generate DCA, antiship, and sead strikes, but also the rest.
Red ATO should concentrate on Strikes and escorts and Interdictions, but also the rest.

If possible as Couby wished, to have some kind of "tension phase" in the beginning (Only DCA flights on both sides), and then should the situation go hot. > war..
for priporities and so on, we also should wait for ccc's infos here. Also toonces, you told that you would make a storyline. so you all throw your ideas in please!




Everybody is welcome to help and give suggestions!

thanks for the support!

cheers

Regards
Stef

ccc
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Posts: 4857
Joined: 2000-08-06 22:01:01

more thoughts about TRI

Post by ccc » 2009-07-04 03:47:16

More thoughts about the TRI and campaign editing, for island-type theater.

Tips from Docotr X..
viewtopic.php?f=63&t=21943

test report of Balkan campaign TRI..
viewtopic.php?f=24&t=21658

combined the two..my 2c here..

- for setting an amphibious landing, there should be THREE neighboring obj at the beachhead pre-owned by invasion force.
- simulated amphibious landing force should have sufficient quantity, the more, the better, and provide more momentum to reach their targets. Adding reinforcement amphibous force at given intervals, should keep the offensive momentum.
- the ending of island-type theater, could be set as .. (red= invason, blue=defence)

1. red side capture several key obj to win, such TRI setting is simple, but count on continuous advancing of red ground units. of course if red can not meet TRI over given days, stalemate ending.
2. OTOH blue holds ALL key obj for given days to win, or holds some key obj for given days and ends as stalemate.. a much easier and relax condition.
3. OR, request blue side to counter-strike, recapture red-owned beachhead objs to win. in this case blue ground force needs more reinforcement and air superiority, fewer red force, and count on campaign AI to launch ground major offensive ..it probably need obj priority edits to draw blue units toward beachhead objs.

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