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JG1_Butzzell

Tank 'N Spank

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A dynamic campaign for the Great Battle series.

 

Scenario

Ground Forces function toward Territorial “capture”, Air Forces support and aid Ground Forces. Territorial “Captures” are the in-game “Dynamic”. Territories can be “captured” by opposing forces repeatedly in a single session, and are also the campaign “Dynamic”. A territory held at mission/session end is carried over into the next session and will be friendly, with spawn points and defenses for the team that captured it last session. The map you see at the end of this session is the map you will see at the start of the next session. This includes Airbase's, ground, and “open” territories.

Victory conditions are not set yet as this is a very small map. The actual number of territories can be continually expanded untill you run out of map. Victory could be anything from.... length of a campaign (number of sessions) vs. a coalitions inability to wage war. (winner takes all).

 

 

Campaign design

Mission Builder considerations and Game play

Design goal: The game is built to start out as Player versus AI and progress to Player versus Player. Neutral territories have AI defenses as a minimal challenge. As territories are captured players will have to attack an enemy territory. Enemy territories will have additional AI defenses and hopefully a group of enemy players.  Teams will need good communication skills for ground and air coordinaion. Air crews will be supporting ground units, searching for enemy ground units, intercepting enemy air units and attacking enemy static positions. Ground units will be the eyes of the air units. The landscape is full of forests, small villages and farms. The enemy could be hiding anywhere.

Territories overview: A Territory, is a dimensional area on the campaign map. Within this area, are the Defenses, Objectives, Spawn places, and Downed pilot “Captured” zone. When a territory is captured by a coalition, all of the entities within that terrirory (ie defenses, spawn points, etc) will change to that coalition. Each territory is an independent group.

 

Capture overview: Ground Forces “capture” territories by the in-game “Capture the flag programming”, once a territory is captured, the territorial area and its entities with in, become the possessions of that coalition. (Flip)

 

Whether an Air Base or a Ground territory, the “Capture” mechanics are consistent. A “Commander Tank”, is the only vehicle that is able to “capture” IE change the coalition of a territory by itself. Any ground force (tank) is able to initiate “the capture” and change the flag but “the capture” must be completed by a “Commander Tank”, in order to finalize (coalition change) the capture. Commander tanks are limited. Team members need to support and protect commanders.When the “capture” mechanics are complete, the spawn point(s) and remaining defensive armaments, will change to its new coalition and become immediately available for use. A team also receives eight anti tank guns placed in the area along possible enemy attack routes. If you are attacking a territory that has been captured by the enemy you will need to watch out for anti tank guns.

The nine territories in the center are all very similar with changes in position of flags, spawn points, structures and defensive guns. The center territory, MitteStadt, is a bit different. The flag is in a small city. You have to fight your way in and watch out for traps. In addition to the normal defensive guns there are four extra anti tank guns protecting the city. If you hold this territory at the end of session it will be yours next session with a spawn point and the anti tank guns will also spawn as your defensive units. Please do not try to rob the bank in the town. Kelly was already there.

gs3.jpg

 

 

 

Airfield territories: Contain both a “Ground” territory (ground capture) and the addition of an airfield within its' area. The airfield has its own defenses in conjunction with the defenses of the ground territory . Airfields have RRR. Forward Airfields territories: Contain the same as above, But have extremely limited aircraft. RRR is set for fast Rearm and Repair.

 

Defenses: Each  unclaimed territory contains up to nine defensive guns (MG, AAA) territorial defense guns. Claimed territories also contain eight defensive anti tank guns as described above in the Capture overview. These defenses can be located anywhere with in a territories area, and will be of a familiar layout. (grouping, type, objects, etc.) Destroyed defenses, whether by Air or Ground forces, remain destroyed through out a session. It is not necessary to destroy defenses in order to capture.  The wire in the picture below can be driven over by a tank. It will make smoke and fire but not damage a tank.

 

tns3.jpg

tns4.jpg

 

 

Bridges and bridge repair: There are 3 types of bridges. “Stock”, “Placed” and “Engineered” bridges. Stock, are the in-game destroy-able bridge locations on the GUI in game map.Placed, are bridges at non gui/map locations and are destroyable. Engineered bridges are placed bridges, that are in destroyed condition at mission start, and are repairable. All bridges are destructible. Only a “Bridge Brigade” tank is able to “Repair” an engineered bridge. Repair radius is about 150 m from the center of the bridge, and repair is automatic, in 4 mins.

Engineered bridges are type consistent.

Bridge.jpg

 

Fine print

 

Code of conduct

The goal of GF is to encourage and develop a tight-knit community of mature, like-minded players who wish to enjoy a challenging, rewarding, and fun combat environment. In order to accomplish this, GF adheres to a Code of Conduct with several important guiding principles. These include an atmosphere of sportsmanship, respect, and fair play. Individuals, squadrons,and teams should at all times strive for the following:

Respect for your opponents and teammates.

A commitment towards participation, including welcoming and helping new players.

Avoiding a poor attitude,such as “win-at-all-costs.”

Killing an enemy pilot within their parachute (i.e. “chute killing”) is legal.While many individuals and squadrons view chute killing as a dishonorable act, it is up to individuals and participating squadrons to determine how they will choose to deal with this reality of virtual war.

Other than what is stated above, there are no rules.

  

 

 

 

This is an introductory event. The mission is intermittently running on the JG1 server so that people can check it out. It will be run as an open server event on Sept 20th and 27th at 2:30 pm Eastern North American time.   In game coms SRS will be available. Recommended coms are on Team Speak  ts3rof.flying-barans.ru:7777  pw- 1917. Axis players please use main German channel and Allied players please use main English channel.

 

The mission runs for three hours. The ending map with captured territories on the 20th will be the starting map on the 27th.

 

JG1 Stats server has been upgtaded to include tanks.

Edited by JG1_Butzzell
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Salutations,

 

Sounds great! Looking forward to observing how things are implemented and  actually work. :salute:

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Hi All,

 

Just in case someone missed it in the initial post:

 

Quote

This is an introductory event. The mission is intermittently running on the JG1 server so that people can check it out. It will be run as an open server event on Sept 20th and 27th at 2:30 pm Eastern North American time.   In game coms SRS will be available. Recommended coms are on Team Speak  ts3rof.flying-barans.ru:7777  pw- 1917. Axis players please use main German channel and Allied players please use main English channel.

 

The mission runs for three hours. The ending map with captured territories on the 20th will be the starting map on the 27th.

 

JG1 Stats server has been upgraded to include tanks.

 


We hope to see people join us on Sunday, 20 September and Sunday, 27 September.  2:30PM EDT is 6:30 PM UTC.

 

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S! All

 

We had a scare after the update. The Tank Crew mission did not want to reload and all the advice and methods given in the mission editor forums did not work. Problem was that some of the Rearm, refuel values were  set at less than 1. The resaver program could not deal with that. Values were manually edited and all is OK to go.

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JG1 is a first class unit hosting a really neat concept that might be a pivotal moment for Tank Crew in general.  So, for all the guys wanting a combined arms server with fair play and mission objective driven, this is it.

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Great concepts!  Makes me think back to my time tanking while waiting for Flying Circus.  I wonder if that is a little bit of deja vu I'm feeling....

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We are trying to get a Tank PvP event going. These bases are kinda close. It is a small area for planes.

 

The goal is to capture all the territories.

 

Decisions:

 

Do you go for a neutral territory which only has about 7 or 8 defensive guns near the flag?

Do you go after an enemy territory which has the guns around the flag plus 8 other guns spread around?

Do you defend your territory?

Do you have your planes protect your tanks?

Do yo have your planes hunt for enemy tanks?

Do you planes attack gun positions at a flag?

or all of the above?

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S! All

 

Even though it is a small map, navigation can be tough when on the ground in a tank.

 

To help a bit, Moxy made a map showing cities, flags and spawn points.   Green lines are bridges.

 

 

Capturegui2.jpg

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Well,

 

We had about ten people on the server. We had some good fights in the air and on the ground. A lot of action. A lot of sneaking around. A lot of ambushes. We saw some flags slip sides and then flip back. Altogether it was good fun and nice to see some real PvP action in the tanks.

 

Because the flag that was captured was recaptured right at the end, there is no change in the map for next week. We could change it if people wanted different starting positions. The south part of the map is hill country with more forests.

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~S~

 We'd like to invite the community to the next "Ghost Front" Ie Moxy's Tank and Spank" this Sunday Sept. 27th at 1:30 Central time!

JG1 server "open house"

Discord:  https://discord.gg/FcpURGU

SRS


 We had a great start last Sunday, with many participants from SCG, and a few independents...Thanks to all.

    So what is "Ghost Front"? Simply put... " Live" (no ai tanks or planes )Player vs Player, opposing coalitions,  competitive Dynamic territorial capture by ground forces (tanks), with campaign (session to session) territorial advancement, and full tactical live Player vs Player opposing air support!

 

  A Debriefing: A majority of the action was up in the North East between "Charlie November" and FriedenHaus". JG1's tankers (Allied) were pushing to "capture" FriedenHaus. The Axis(SCG and company) seemed to have positioned their tanks into a "picket" line recon/defense tactics.
 It wasn't easy to get in to take FriedenHaus! Including 1 Axis tank that camped himself at CharlieNovember! It took a bit of work, to get him out of there!
 Air coordination between air and ground, was excellent by both sides and deadly! Once Ground forces were discovered, those areas  quickly Became Hot.
 Eventually JG1 got into FriedenHaus and captured! Then turned its tanks in force, to the South East for a run on Klienerdorf. We had to cross the river.  The Bridge repair, and river crossing was under fire by artillery territorial defenses, and took time. We finally got across the river. Wondering why we hadn't seen axis air power? It was soon realized we left Freidenhaus undefended! We sent search n destroy, Air recon. But the Axis (SCG and company) made a run, from further back in their lines, and retook FriedenHaus, before we could stop them. Great play.


Briefing for Sunday Sept. 27th 1:30 central.

 Since FriendenHaus was recaptured by the Axis and held (at the end of the last session)so the map, territories coalitions, IE "lines"
will be the same as last week!
 Since this is intended for competition, Rearm, repair, has been tweaked to supper fast at the forward Air Bases.
Giving a Quick turn around at the front.


Notes: All of this is intended and built towards hopefully a future scheduled competition! Although the environment is simplistic in its nature, the tactical aspects, of ether self or squadron applied tactics and are vast.

 

Moxy
 

war map sept 27th.jpg

Edited by II./JG1_Schulte

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Although Im not very experienced ,this concept is something id really like to participate in as Allied Armor

 

Skip Carey

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