JG1_Butzzell Posted October 11, 2020 Author Posted October 11, 2020 (edited) 4 hours ago, 41Sqn_Riksen said: Link to Discord has expired. ooops thank you. will fix. S! All Results of Sunday TNS, Eisenhower sacks Patton after total failure to capture Vorden. German forces Advance towards Antwerp. Allied campaign in danger of total collapse. Congratz to German forces. Well done indeed! Edited October 11, 2020 by JG1_Butzzell 1
Stab/JG1_Klaiber Posted October 11, 2020 Posted October 11, 2020 5 hours ago, 41Sqn_Riksen said: Link to Discord has expired. Sorry about that! Here is an updated link to Discord: https://discord.gg/QZyWYEp @JG1_Butzzell and @II./JG1_Schulte, could you update your posts with this new link. Thanks!
JG1_Schulte Posted October 14, 2020 Posted October 14, 2020 (edited) ~S~ "Rule" the world"....The Allies have made serious contentions to that concept. We'll see. 9:30 Eastern Edited October 15, 2020 by II./JG1_Schulte
JG1_Schulte Posted October 21, 2020 Posted October 21, 2020 ~S~ Hail to the victorious Allies and Axis TnS was won by the different coalitions on our Wednesday and Sunday runs! So with that, this Wednesday starting at 9:00 eastern...all new Tank and Spank! New location New territory configurations New "destruction" perimeters! Bridges and Buildings New "Victory" set up!... "Enemy HQ" in cities New "teared" Tank set including the big ones New plane set. Come join us tomorrow , pilots and drivers Should be a hell of a ride! Moxy 2
SCG_Neun Posted October 21, 2020 Posted October 21, 2020 (edited) Looks good, I will try and be there. I just hate that we are going to blow all those windows out! Edited October 21, 2020 by SCG_Neun
RIVALDO Posted October 22, 2020 Posted October 22, 2020 The new map was pretty fun!!! Thanks to all of you guys who could make it last night!We will have to advertise it more to have more ppl join the JG1 server Wednesday nights!!! 1
JG1_Schulte Posted October 23, 2020 Posted October 23, 2020 (edited) Moxy's TANK and SPANK SUNDAYS New location New territory configurations New "destruction" perimeters! Bridges and Buildings New "Victory" set up!... "Enemy HQ" in cities New "teared" Tank set including the big ones New plane set. We hope to see people join us on Sunday, Oct 25th 2:30PM EDT is 6:30 PM UTC. Pilots, Tankers, Allies, Axis, All are welcome! Moxy Edited October 23, 2020 by II./JG1_Schulte 1
JG1_Butzzell Posted October 28, 2020 Author Posted October 28, 2020 S! All Wen TnS at 9:00 pm. We pick up where the Allies had captured Helmond. Last week we found out it is easier to defend a city than capture it. We will see what happens this week.?
J37_Spyboy Posted November 2, 2020 Posted November 2, 2020 Salute. Looks good, again a lot of work in the preparation. Are there any videos of the campaigns?
skpcarey1 Posted November 4, 2020 Posted November 4, 2020 Status for wednesdays 11/4/20 Tank an Spank?
JG1_Wittmann Posted November 5, 2020 Posted November 5, 2020 Last I heard it's a go for tonight 830 Eastern
JG1_Schulte Posted November 5, 2020 Posted November 5, 2020 ~S~ TONIGHT!!!!!!!!!!! Discord: https://discord.gg/QZyWYEp
JG1_Vonrd Posted November 11, 2020 Posted November 11, 2020 22 hours ago, II./JG1_Schulte said: ~S~ Wednesday Now 11th 9pm Eastern! Bumpsen... Wed Nov 1, 21:00 ish EST
skpcarey1 Posted November 19, 2020 Posted November 19, 2020 Had a death in the family Ill be back when I can fellas 1
SCG_Neun Posted November 19, 2020 Posted November 19, 2020 Sorry Skip, look forward to seeing you soon. Prayers and thoughts for your family.
skpcarey1 Posted November 22, 2020 Posted November 22, 2020 Whats up for tommorrow 11/22/20 ,Askin for a friend
JG1_Schulte Posted November 22, 2020 Posted November 22, 2020 (edited) Sunday Nov 22nd...................(NEW MAP) Edited November 22, 2020 by II./JG1_Schulte
Alexander9822 Posted November 22, 2020 Posted November 22, 2020 Is this going to happen again anytime soon?
Alexander9822 Posted November 22, 2020 Posted November 22, 2020 oh damn, what time will it be happening?
JG1_Butzzell Posted December 1, 2020 Author Posted December 1, 2020 (edited) S! All We have been doing some rather different maps and configurations for TnS. I liked the one where you are focused on capturing the city. The city was a lot of action. The other map was our first map with nine territories. This was a larger area with varied terrain. We modified the tank line up so that the heavy tanks respawn slower and the medium tanks respawn quicker. We moved the airfields a little farther away. We tried two spawn points for each flag to counter spawn camping. It caused more confusion than benefit. For this Wen. I have the original map with the modified tank line up and the further airbases. While TnS is designed to be a weekly event where captured territories are carried forward, I have this session set to declare a win for the team with the most territories at the end. 9:00 pm eastern Edited December 1, 2020 by JG1_Butzzell 1 2
JG1_Butzzell Posted December 26, 2020 Author Posted December 26, 2020 S! All. Some changes to TNS for Sunday 27, December 2020 at 2:00 pm Eastern North American time. Tank 'N Spank is an effort to create a pvp environment for tanks. Much has been learned over the last month. The next phase is an effort to get the plane part of the combined arms effort from a quake battle into a somewhat more tactical role. The way to achieve that is to spread out the tank battle areas and add other targets. These targets can not just be things to do. They have to have an affect on the capture mechanism. One suggestion was a building that must be destroyed. This evolved from a factory into an HQ. It makes sense to destroy the enemy command and control in order to take a territory. This was seen as a good idea and was added upon. If the HQ was destroyed a supply depot would launch a repair convoy. If the HQ was repaired before the flag capture it would prevent capture until destroyed again. This creates the convoy as a target or kill the supply depot before the HQ and you eliminate the convoy from ever existing. So to capture a territory, you must change the flag with any tank, have a commander tank enter the flag zone and have the enemy HQ in a destroyed condition. The result of all this is that you now have two high altitude bomber targets deep and deeper into enemy territory for every tank battle area.. How deep? Deep enough that it takes at least an hour round trip. If you limit the tank battle spots to just three and place them about 30 km apart. You spread out the air support for attacking enemy defensive positions. When you add in the HQ and Supply depot, you end up with nine targets for the air group to attack. Likewise you have nine targets to defend. Commanders will have to prioritize assignments. Also the session time is reduced from three hours to two hours. This helps limit the number of tasks that can be accomplished and helps with game mechanics such as convoys and rear target destruction. It adds another element to the commanders prioritizing assignments. Adding the HQ and supply depot does change one TNS game mechanic. Once a tank base is captured it stays captured until the next session. There is no recapture in the same session. Kill HQ then capture flag and Capture flag then kill HQ are tactical decisions. If the HQ is destroyed and repaired before the tank flag is captured, the next time the HQ is destroyed the territory is captured if the flag has been captured. That means that once tanks capture a flag ( and have a commander tank in there) they do not have to stay there. At this point the enemy could come in and change the flag but they can not capture because there is no enemy HQ to kill. The only way to prevent capture at this point would be to keep their HQ healthy. The tanks that Captured the flag can now move to another area. The goal is to get to the point where this can become a Dead is Dead event. The difficult part is making DiD not so dead. We did this in FiF with the "You can be a gunner" idea. You have only one life as a pilot but unlimited lives as a gunner. It would be the same here only with a bit more chance of not being dead. Parachutes ! You bail out to save your life and can fly again after a time out. If dead or capture, you have unlimited lives as a tanker. Well, we just spent all this time explaining how deep the targets are in enemy territory. What about being captured? Yes, being captured is the same as dead. No more flying as a pilot. Moxy designed the original so that the front was not solid. There are areas that you could land in and not be captured. This can be done in such a way that the closer you are to an enemy installation, the higher the chance of being captured. Somewhere around 10 km from an installation and you would be over contested area and not captured. This area would not be visible on the map. You would never really know until after you landed and hit finish mission. You would see in the map room if you were captured. I would put the target for success of this set up at about 50% of pilots shot down over the front lines to be able to fly again. I think this goes to the heart of DiD. You can not just hang out and fight till you die and fly again. It discourages Kamikaze fights. If you take damage you are going to want to bug out to save yourself if you can. Examples of maps and targets 1
JG1_Butzzell Posted December 28, 2020 Author Posted December 28, 2020 (edited) S! All Thanks to all those who participated. Congratz to German team for taking forward Allied Base Apple. Allies have retreated to Base Pears. It is a genetic thing. I think the quake plane fight has been fixed. Many suggest going back to 3 hours. Durability on buildings was glitched. It was set to 300000. Game does not accept this and reset to 4400. Max setting is at 100000. That has been set. Attack area MCU at targets was borrowed from the tank spawn point. They were set to ground targets. Changed to air targets. Josey Wales moment. Butzzell to Vonalba: Only an Indian can sneak up like this. Vonalba: That's what I figured. Butzzell: You figured? Butzzell shoots Vonalba not realizing Darth Tater has snuk up on him. Kaboom! Great moment lol. Results are on this map. This would be starting position for next session. Edited December 28, 2020 by JG1_Butzzell 4
JG1_Butzzell Posted December 30, 2020 Author Posted December 30, 2020 S! All Full tournament version like last Sunday but on Stalingrad winter map. Siren at 1 minute before top of hour. Flares at top of hour. NDB at air fields. North are beacon 1. South are beacon 2. Same planes and tanks. Server comes up at 8:45 pm. Mission runs 3 hours. Please review capture mechanism posted above. Map 1
JG1_Butzzell Posted January 9, 2021 Author Posted January 9, 2021 S! All We will be doing TnS Sunday, 10 January a 2:15 Eastern North American time and will run for 3 hours and 15 minutes. The extra 15 minutes is so people can log in and form up. A green flare will mark the official start. This will be the Stalingrad winter map as posted above. Please remember: Any tank can change a flag. You need a Commander tank to capture a flag. The HQ for a captured flag must be in the destroyed condition to capture a base and turn it to friendly. If you destroy the HQ, the Supply Depot sends out a repair convoy to the HQ. The convoy takes 30 minutes to arrive at the HQ. IF you destroy the supply depot before destroying the HQ, the supply depot can not send out a repair convoy. The HQ and supply depot are best bombed from high altitude. Flak down low is very dangerous. Blue is friendly. Red is enemy. Make sure you do not have Russians always red selected. This is in settings/flight interface color. 1 1
GenMarkof007 Posted January 10, 2021 Posted January 10, 2021 S! Butzzell, I got a question... last time I tried Tank & Spank... I had to fly around 45 min before getting near the tank area or the first enemy targets! Could it be possible to reduce this time span flying for the planes. Not really fun getting to the action after 45 min and getting kill by a fighter. It's almost the same thing than doing 45 min on Finnish server and getting kill by the first AP on your tank!!! Cheers, GenMarkof
Stab/JG1_Klaiber Posted January 13, 2021 Posted January 13, 2021 (edited) Hi All, We had a really great mission on Sunday, with 30 people constantly on the map, and 54 total over 3 hours. Since a base's HQ has to come down first before the forward bases can be captured by a command tank, it was really awesome to see both sides sizing each other up before going for the knockout punches. It was kind of like two heavyweights, with the Allies trying to flank through the hills in the North and the Axis trying to flank through the more open territory of the South. The air battles were also really good, with a number of interceptions on both sides. For me, the final battles before the server shut down were epic. In a Sherman, I was personally dove on by two screaming Stukas (flown by @Pregnant_Nun and Baxii) while attempting to capture the German base. I really wish I had a track of it. Either way, thank you to everyone who came out. And a special thanks to the SCG and =66th= for joining us! We'll be running Tank'N Spank again tonight (Wednesday, 13 January) during North American times - 9PM EST / 2AM UTC. To check out your stats after a mission, head here: http://stats.jg1.org:8000/en/ And to join us on comms, feel free to sign up to our event Discord: https://discord.gg/QZyWYEp Everyone is welcome! Edited January 13, 2021 by Stab/JG1_Klaiber 1
JG1_Butzzell Posted January 13, 2021 Author Posted January 13, 2021 (edited) S! Brief update as TnS evolves. We had a lot of server overload messages on last Sunday. One third of targets have been removed. There are now only two tank battle areas. Door nocker anti tank guns out in the fields have been removed. A couple of anti tank guns at the flag have also been removed. Live entities have been brought down from 245 to about 160. This should get rid of the overload. (famous last words) We have been trying to get the heavy tanks in without having them overpower everything. In the past, the heavys were limited to two of each with a one hour respawn. That is still the case but.... we are going to tie the availability to spawn heavy tanks to a new target, the ammo dump. This is the supplier of ammo for the heavy tanks. Destroy the ammo dump and Heavy tanks will not be available at the spawn point. It is a vert dangerous target for airplanes. The target has only two AAA guns. The target is very small and will be a low altitude bomber target. The supply depot no longer repairs the HQ. If the HQ is destroyed, it stays destroyed. The supply depot repairs the Ammo Dump. Destroy the Ammo dump and the supply depot sends out a repair convoy. If the Ammo dump is repaired, heavy tanks will be available. If the convoy is destroyed, the supply depot sends out another after 30 minutes. If the supply depot is destroyed, it can not send out a convoy. The supply depot repairs 30 minutes after being destroyed. If the ammo depot is in a destroyed condition, the supply depot sends out a repair convoy. This sounds bit complex but just takes a bit of play to see how it works. If the ammo dump creates too much attention to a single attack area and we end up with a quake spot, it will be re-evaluated. Please note the re-fuel airfields on the map. No planes are available here but planes can land and re-fuel and re-arm. You can take these out by bombing the oil drums. The map for tonight is the Rhineland map summer. Edited January 13, 2021 by JG1_Butzzell
JG1_Butzzell Posted January 22, 2021 Author Posted January 22, 2021 S! All This Sundays' TnS will be a variation of The cities on the map have armies all around. Not wishing to offend either side they have raised both flags. This will not help them. Your job is to go into the city and tear down that enemy flag to conquer liberate the city. The map sis the same one used in the ammo area description above with one minor difference. The flags are not at the spawn locations. The flags are in the center of town. A white marker in the city designates the flag location. A Red and Blue line is placed to show where the capture zones come together. Spawn points are protected by AT guns that can not be destroyed. Actual start time is 2:00 pm. Server will come up at 1:45 pm Eastern North American time. This is to let people spawn in, check loadout, and discuss tactics with team mates. Planes may taxi into position on runway. Tanks may pull forward a couple of lengths to be sure others have room to spawn. A flare will mark start time. 1
JG1_Butzzell Posted January 27, 2021 Author Posted January 27, 2021 (edited) S! All After Sunday's session I was able to chat with some of the SCG players. They suggested that a single flag was too easy. Multiple flags would spread out the battle and create a variety of tactical decisions. Flags could be placed in cities and out in the open. This sounded like a great idea and this is what I came up with. Visitors at the gate Objective The objective is to capture the enemy Tank base. There are only two for each team. Capturing an enemy tank base will require cooperation between ground and air units. The actual capture is a three part mechanism. These may be accomplished in any order but all three must be true at the same time for victory. If you control two flags but loose one before objective 2 and 3 are accomplished, you do not obtain victory. You must control a second flag at the same time or after objective 2 and 3 are accomplished. 1. Have at least two flags changed to your coalition. The white flag markers will display a text indicating the coalition in control. A counter at the top of the Blue/Red front line marker displays the number of flags under control for each coalition. 2. Move a "Commander" tank into at least two flag circles. This will display a blue tank brigade icon over the flag marker. Once You visit any two flag circles, the goal is accomplished. 3. Destroy the HQ associated for this base. Example: The Germans have run into town and changed a flag to German. The flag is at the white marker. The Flag marker starts with no name and now says German and has a green color patch. This indicates the Germans have control of this flag. Any tank can change the flag. The enemy can come in and change the flag to their coalition. The blue circle with a Lines marker indicates that the Germans have had a Commander tank in the flag circle. Once a Commander enters the circle it is good for the whole session. It never goes away. In he larger view the flag counter now says one for the Germans and zero for Allies Marching on, the Germans take another flag. Notice the blue circle is bigger. Two flags, two German text. The texts and color patches let you know which team controls the flag. Also the flag counter now says Allied 0, Germans 2. The Germans now have three flags. Why have they not won? Their bomber was shot down and the Allied HQ was not destroyed. The Allies are fighting back and have taken a flag. Only one blue circle because this is the only flag they have been to with a commander. The yellow color patch and text indicates Allies. Allies are on a roll and take a second flag. Notice the flag counter now says Allies 2, Germans 1. The text markers and color patches at the flags confirm which flags belong to which team. The Allied bomber has destroyed the German HQ. Allies are Victorious. The ability that flags can be changed to friendly and lost and changed back is unlimited. The blue circle indicating a commander tank has been there is permanent. Once the territory is captured the front line shows the advancement and the battle is over. The colors yellow (Allies) and green (German) were chosen because they do not appear on the default map and are not regularly used by mission builders.. The victory logic is that you must be in control of two flags and have had a commander in any two flag circles and the HQ must be destroyed. Think of the two flags as a gate in your front yard. If you control two flag, the gate is open. You have two visitors. One visitor is Mr. Two Commander Circles and the other is MR. HQ Destroyed. If the gate is open they can come in and victory is yours. If the gate is closed, they will knock forever waiting till the gate is open and they can come in. In our story above the Germans had Mr. Two Commander Circles and an open gate. Unfortunately Mr. HQ Destroyed never arrived so the Germans did not capture. The Allies gained control of 2 flags and destroyed the German HQ. The control of two flags opened the gate. Mr. Two Commanders Circles was at the gate waiting for his friend. Mr. HQ Destroyed finally arrived. The gate was open so they both came in and completed the victory. The battle for the control of flags can go back and forth. What if the Allies had control of two flags taken from the Germans as above but now the German bomber kills the Allied HQ before the Allies bomb the German HQ? The Germans only have control of one flag so their gate is closed. Because the Allied HQ is now destroyed the Germans are ready for victory. They need to control a second flag to open their gate and be victorious Unfortunately the Allies beat then to it. Remember, once one team achieves victory, the battle for this location is over. There is no recapture for this session. An example of an HQ. The target is the Black Buildings around the inside. My next book will be "The cat in the Tank" followed by "Horton hears a Tiger". Edited January 29, 2021 by JG1_Butzzell 3
JG1_Labroisse Posted January 27, 2021 Posted January 27, 2021 36 minutes ago, JG1_Butzzell said: S! All [...] My next book will be "The cat in the Tank" followed by "Horton hears a Tiger". My favorite is "One Panzer, Two Panzer, Red Panzer, Blue Panzer". A classic. 2
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