Gunner98 has released two new Command scenarios for testing. This one is the Indian Ocean Fury set, taking place in the Indian Ocean and Persian Gulf. (The out of order numbers are no cause for alarm, simply because some scenarios take longer to make than others)
The two are Indian Fury 1: Persian Pounce and Indian Ocean Fury 3: Socotra Scramble.
Both are as big and complex as you’d expect. I’ve noticed that Gunner98 throws in a lot of minor nations as allies to the USSR-everyone from Algeria to Finland to Eritrea has thrown their hat in the ring in his various “_____ Fury” scens. I don’t know how much of this is motivated by plot concerns and how much of it is motivated by gameplay ones.
The DLC/expansion Chains of War has now been released.
The second such big expansion after the past Northern Inferno, this Command expansion offers a 21st century World War III.
More info can be found on the developer’s website here.
I posted on Baloogan Campaign well before I started my own blog, and still regularly post there.
Yesterday I made a new post there. The Broken Staff-The (In)Effectiveness of Militia,
The subject of generals killed in action post-1900 holds a bizarre and somewhat morbid interest for me. It’s a period where personal presence on the battlefield was theoretically less important thanks to the use of the telephone and later radio. It’s also a period where fighting formations became exponentially more powerful.
Not surprisingly, the World War II Eastern Front takes the cake. Although there were exceptions, American general officer casualties were surprisingly low-they were comparable in both World War II and Vietnam despite the lower casualties of the latter war.
For a later period hypothetical WWIII/high intensity peer war, I have a tentative list of dead generals that mainly includes air/missile strikes (including a corps commander and some of his high-end staff taken out by a hit on their badly sited HQ). Besides those and maybe a few shot-down ones, there’s an example I made of the commander of an airborne division killed by a tank raid on a forward helicopter base he’s visiting.
Earlier, I have considerably higher casualties among general officers. This is because there’s often more divisions and because worse C3 means the generals have to be at the front more often.
The latest Command Community Pack has been released, with a whopping 29 new scenarios available in it.
I made two of them, Brazil Abroad and Human Limitation, and figured I’d give a “director’s commentary”.
- Brazil Abroad was both logistically limited power production, and a slow-paced, sustained ops air campaign, something I feel has been underutilized in Command. I wanted to give the player limited resources and a wide array of freedom when pursuing a target, which in practice meant a LOT of targets.
- Human Limitation is a concept I’ve been interested in for a while, even before I got Command. Not just of Gaddafi’s African adventures leading him to Rhodesia, but the basic min-max concept of lots of equipment and little skill vs. the exact opposite.
What will I make next? I’m considering a Circle Trigon scen or doing what I’ve long scoffed at, making a pull-out-all-the-stops classic WWIII.
So, it’s very weird how when dealing with the early “Circle Trigon” phase of US military OPFORs (a history of their progression I recorded in another post at Baloogan Campaign), my usual approach to exercise scenarios has been turned on its head. I played a largely futile attack by USMC aircraft on a battleship/cruiser pair in Command, and it was really fun.
However, instead of an American battleship and cruiser, I represented the Trigonist warships with a French battleship and Spanish cruiser. This was “in-character” for the Aggressor backstory, which featured them carved out of Bavaria, Italy, Spain, and France. The Aggressor Navy being vaguely defined gives me a lot of creative freedom (it’s neither a direct copy of an American unit or obvious Soviet stand-in). I think my approach involves…
- For later OPFORs, using “Actor” aggressor units adds variety, as a break from the waves of units. But for this earlier environment, obscure French/Spanish/Italian units “in-character” get their chance to shine. The Circle Trigon backstory is so goofy I feel compelled to run with it.
- The proficiency setting is not always “Ace”. Weird how, even as I focus on the ‘characters’, I shift to the ‘actors’ proficiency. These are ad-hoc units trained in Aggressor tactics and speaking Esperanto, not the full-time OPFOR that became a beast at Nellis and the NTC. But who knows, I could make them aces if I wanted to 😀
- Just wanting to have fun.
And I certainly did. I really should make a full Aggressor scen that treats everything seriously.
This Command Fiction is based on the community scenario Operation Vulture, which is in turn based on a real (and thankfully never enacted) proposal to use heavy bombers to support the French at Dien Bien Phu.
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Only ten of the Peacemakers were serviceable. There were many reasons, from spare parts still being flown in to the tropical air not being to the liking of any aircraft. Still. The number-crunchers would have something to chew on once the analyses came back.
Could a greater payload (a much greater payload) in an individual platform make up for a decrease in overall platforms? The world, the French, the PLA, and the Viet Minh were about to find-
–Ok, that was loud, the staff officer thought as the aircraft hefted its tons of bombs upwards. Really, really, loud.
I like obscure conflicts in Command, even hypothetical ones.
However, there’s one (not insurmountable, but still present) issue I’ve fond with would-be post Soviet conflicts. The issue comes from the Soviet-era force structures. In many ex-bloc states, a conflict in the scenario editor ends up in an unequal squash. Surplus aircraft with little standoff capability go against top-of-the-line air defenses designed to stop the USAF.
Thankfully, there are workarounds. Plot ones like saying the missiles aren’t totally deployed, in-game ones using WRA and proficiency changes to make the SAMs less effective, or, in the case of large countries, taking place in an area where the best defenses wouldn’t be stationed anyway.
While Operation Little Sink sounds like something from a random generator, it’s in fact a fake name I came up with by myself in the process of writing this post. Now I want to make a Command scenario entitled “Operation Little Sink”.
Or “Plan Little Sink”.
What could it be? My theory is that it’s a limited contingency plan, the smaller counterpart to a “Plan Big Sink”. And what could that contingency be? Perhaps an amphibious operation (sink as in water sink?), although those have to be big. Amphibious raids vs a full-scale attack?
Or air support and limited ground forces (Little Sink) vs. full-scale war (Big Sink)?
Hope my Little Sink scenario doesn’t sunk like many others. (Sorry, had to make the pun)
The Command Community Scenario Pack has just been updated, with a wide array of new scenarios ready for play. These range from adaptations of classic Tom Clancy novels to large original works to alternate-history what ifs.
The scenarios are described in full here and can be downloaded in the usual Warfaresims spot here.