Campaign Series Middle East v2.30 is a free update that features the same improvements released earlier in the year for Vietnam v1.30. Included in both game's updates are UI and QoL features, graphical improvements, and bugfixes. Download the new launcher here: Campaign Series Middle East 2.30 UPDATE (https://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CampaignSeriesMiddleEast-SetupRelease-v2.30.00.zip)
(https://www.matrixgames.com/forums/download/file.php?id=1176340)
The full changelog is posted below:
Enhancements
• Implementation of new Game Action Speed system for speeding up, slowing down, pausing the AI turns, PBEM replays and human player turns. See Status → Action Speed → AI Play → Slow Down and Status → Action Speed → Replay → Slow Down for setting the AI play and Replay speeds while in the Human Player turn mode with new ALT+ and CTRL+ associated HotKeys.
• Implemented a message to display a confirmation of the changed Action Speed.
• Unit List and Info Box were given makeovers to make it easier to read the information with larger and bolder fonts, revised layout and new graphics.
• Implemented Options → Unit List → Unselected Highlights → White, Black, Alternate, and None options for the Unit List.
• Implemented new side bar Unit List icons, including new icons for Double Time and Slow Time
• Implemented a white halo for red Unit List values.
• Implemented Display → Roaming Mode (CTRL+SPACE) for quickly identifying units as you move the mouse over the map. Clicking anywhere on the map will toggle OFF Roaming Mode.
• Implemented Slow Time for all units except Aircraft that allows units to expend more.
Action
• Points when moving to reduce the likelihood of casualties from Mines and IED's.
• Updated the Toolbar to incorporate buttons for Slow Time, Roaming Mode, and Game Action.
• Speeds and revised placement of the Jump Map button.
• Implemented new, dynamic, random Hex Info Box CSLogoXX images, with the option to fix images on a per scenario basis by appending [LG##] to the scenario description in the scenario.
Editor
• Implemented Options → Damage Results → Position → Center, Upper Left, Upper Right, Lower Left and Lower Right, allowing the user to display the Damage Results where they prefer.
• Overhaul of Mine/IED system with improved movement effects, including the addition of night.
• and enemy proximity effects, delayed side awareness and several bug fixes.
• IED's now operate much like Mines in most ways. (For instance, step-down reductions, on activation and removal, not all in one go.)
• Revised the Scenario Information dialog to display the scenario's map region and biome.
• Implemented the Scenario Information dialog in the scenario editor.
• The Location Dialog will no longer display the '=' and '+' border labels, just the relevant place
Names
• Implemented a new Place All button in the Arrived Dialog for placing all listed reinforcements with a single click.
• Units moving Double Time will be more likely to lose concealment and Units moving in Slow Time will be more likely to remain concealed.
• Implemented single button Opportunity Fire Limit adjustments within the Opportunity Fire Dialog.
• Implemented new XAlliedAttack/XAxisAttack hex flags that has the game engine recording any combat action originating from any hex and for any such hex, the "authorization denied" will not apply to artillery fire and.
• Implemented additional Lua CSEE Debugging capabilities in the scenario editor.
• Updates/improvements in the Find Organization Dialog in game and the Forces Dialog in the scenario editor providing additional information such as the hex location.
• The Units/SPs/Losses Dialog will now also show unit type surviving Strength Points in addition to Strength Point losses.
• Watercraft out in open water and in waterways will no longer have a chance of being concealed.
• Implemented additional testing features, for on the fly toggling ON/OFF new and workinprogress features.
• Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(), order_airstrike(), move_slow(), has_attack()
• In the Scenario Editor, implemented a new, standalone Missions Dialog, for specifying one or more Mission Types for each side. (We anticipate making expanded use of this legacy capability, both in the EAI and the CSEE/SAI.)
• Expanded the list of Mission Types from the legacy 11 to 23.
• Extended the sound categories from 35 to 43, to accommodate the eight new aircraft/helicopter sound types.
• Extended Map Hints to display 'W' marker labels at inland Waterway hexes.
• In 2D, when direct firing blindly into apparently empty hexes, the tracer fire and explosion graphics will newly display.
• Trace fire and light arms explosion graphics will no longer display, and map recentering to the target hex will not happen, if the target hex is out of Line of Sight.
• Implemented the new CSEE functions: game(), game_name(), scenario(), missions(), mission_name(), region(), region_name(), biome(), biome_name(), condition(), shuffle().
• Implemented a new CSEE/SAI uber function, attack_sequential().
• Implemented a new CSlint utility, csflgfix.pl, for modifying unit flag values.
• Revised the CSlint utilities csscnchk.pl & csluachk.pl to accommodate the new Mission Types and new CSEE functions.
• With the -V command-line option, every game EXE will display its version # and build time/date.
• Revamped the log system ERRID codes, for better CSEE/SAI debugging.
• Updated several CSlint utilities.
• Ambush situations will now come with assault background sounds.
• Implemented several new CSEE functions: attack_nearest_arc(), hexes_habitat().
• Enhanced Developer debugging.
• In the game engine Status Bar, spread out display elements to mitigate info crowding.
• Implemented new CSEE function: counters_active(), function_name().
• Removed the OK button from most reports, clicking anywhere will dismiss the dialog.
• Added new command-line parameter (-V), for reporting the EXE version and whether or not the built in DEBUG or RELEASE mode.
• Implemented new and improved Tool Bars.
• Implemented colour-coded border map labels.
• Implemented dynamic, customizable message dialog backgrounds (with all such image BMP's in a new game folder, Backgrounds).
• Implemented two new CSEE message dialogs: Bulletin (between Message & Report in size), and Remark (the smallest, smaller that Note). Also implemented new CSEE functions pertaining to the new dialogs, including an auto sizing, all-purpose dialog function.
• Incorporated the previous Monochrome ("Coin") bases mod as the new Alternate Bases. The earlier Alternate Bases have been retained as Insignia Bases.
• In user.lua, revised csee_check() with improved CSEE memory management (garbage collection.
• Reinforcement arrival scatter extends to all types of reinforcements, not just paratroops. Implemented Help →Unit Handbook (Passenger) (ALT + F2) to reveal stats of passenger.
• Implemented Higher Organization Highlight (select and press CTRL) in the scenario editor.
• Implemented dialog windows minimize, maximize and restore for many of the larger dialogs.
• Improved Highlighting of selected unit in Unit List.
• Changed and increased font for numbers in the Unit List.
• Implemented Display → Hex Jump for map, scn editors and in game (ALT + X).
• Updated Scrolling Options and Screen Edge default.
• Added new assault sounds to enhance play.
• Added new combat and assault graphics with much more variation.
• Added aircraft ordnance indicators to quickly identify ordnance loads in CAS dialog.
• Airstrikes are centered on the map when they arrive.
• Added "Ambush" feature where 0 Assault value units will potentially suffer losses or eliminations if attempting to perform an assault.
• Implemented Separate Side A and Side B Objective Points displays in Victory dialog.
• Implemented ability for selecting unit in the Organization dialog to find a unit on the map.
• Implemented cycle through currently selected/highlighted company using Next.
• Implemented Option for centering map on combat area.
• Implemented Option → Center on Action to recenter the map to where combat occurs.
• Implemented TrackID Jump (ALT + K) to find and select a unit by its TrackID
• PBEM: With Enhanced Reporting ON, no dialogs are displaying during replay. With
enhanced reporting OFF, dialogs will display with full details.
• Helicopters flying Nap of the Earth at night have an increased movement cost over day time flight
(https://www.matrixgames.com/forums/download/file.php?id=1176342)
Fixes
• Fixed the unscripted (no Scripted AI) artillery blind fire strikes. The AI will no longer fire blindly (to be implemented in the future).
• In the map editor, fixed an issue where the region and biome changes were not saving to the .map file.
• Fixed several LCG issues in the code, including more than one Crash to Desktop.
• Fixed color inconsistency in Command Report and Damage Results Dialogs.
• Fixed a bug in the map editor where the biome would not show properly in Values → Region and where the biome would not show properly in the Values → Biome.
• Updated the frontend code to process the latest version # LCG .scl files properly.
• Fixed a bug possibly preventing an amphibious unit moving from land to water or vice versa.
• Fixed a bug where Landing Zones might be cleared in waterway hexes.
• Fixed a bug where loaded waterway transports may be prevented from moving.
• Fixed several bugs preventing the display of the on-map Unknown Unit marker.
• Fixed a bug where a ferrying watercraft unit may leave a hex and potentially strand a ferried ground unit in the water. Ferrying watercraft will no longer be able to move if any potential
• Ferried units have moved to shore. This action costs 50 Action Points.
• When entering a roadblock hex, the moving side will gain side awareness immediately and the roadblock marker will instantly show.
• Fixed a bug for some Options changes for the Unit List would not update automatically.
• Fixed the broken Static All toolbar option.
• Fixed a bug where the DaisyCutter operations were not working for ground units.
• Fixed a bug where on PBEM (and LAN Play) scenario start, the New Scenario dialog (and Player Dialog), the Rules button was broken.
• Fixed a bug with Units → Move Air Units Off Map in the scenario editor.Revised CSEE counters_weakest() function.
• Fixed several UI color and background pattern issues.
• Extended the game opening splash video by 10 seconds, in case the Windows Media Player is unusually slow to start.
• Fixed other minor bugs and made other code improvements.
Graphics
• Revised Water graphics.
• Revised Dune graphics.
• Fixed several unit display artifacts.
• Cleaned up some game engine and scenario editor dialog display issues.
• Replaced new Toolbar graphics.
• Implemented new "button" monochrome unit bases.
• Tweaks to "coin" monochrome unit bases graphics.
• Minor UI graphics fixes.
• Added ~60 new Backgrounds images.
• Fixed a number of *.bit unit outline files.
• Fixed several minor UI color issues.
• Fixed several 3D map graphic issues.
• Added photos for the new dynamic, random Hex InfoBox CSLogo## images.
(https://www.matrixgames.com/forums/download/file.php?id=1176341)
Data
• Numerous unit data edits.
• Massive update for French forces.
• Updated all maps with side awareness.
• Revised aircraft statistics based on OOB file enhancements.
• Added additional background sounds.
• Revised movement values in Scrub and Paths for infantry.
• Updated csluachk.pl file with additional functionality for checking Lua files.
• Map Editor – Plain, Water & Forest labels have been renamed Anthro, Hydro & Natural.
• Revised LUA_FUNCTIONS_REFERENCE.txt
• Revised CSlint tools.
• Revised Digging In chance.
• Revised Lua scripting to speed up unit movement.
• Revised the airstrike scatter probability.
• Revised the Weapon.pdt to incorporate the new special forces supply units.
• Raised village TEM to 0.70.
• Added new Special Forces supply unit to France/UK.
• Revised the Weapon.pdt to incorporate the new special forces supply units.
• Revised the Sounds.dat to incorporate the new sounds for aircraft and helicopters.
• Fixed several other sound issues.
• Updated cswpnchk.pl to check for fire capable units with a zero-fire cost
Scenarios
• Fixed Map in Bootcamp 4.
• Revised Sirte scenarios with scripting.
• Removed scripting for all other scenarios.
Mods
• No new mods for the 2.30 UPDATE
Keep in mind, this is more than just an update, this is a whole new version.
That being said, you should do the following:
1. Back up the CSME 2.01 installation. [optional]
2. Using Windows Add/Remove Programs, uninstall CSME.
3. In File Explorer, manually delete the old "Campaign Series Middle East" folder, which will be crufty after the uninstall. [important]
4. Run the new installer.
Jason Petho
This is excellent!!
Nice update.
Odd for me though, scenario briefings no longer show or and aren't accessible through the status tab.
Keep in mind, most of the scenarios do not have briefings as of yet, as they are not scripted. They are using the legacy AI until I have time to script the scenarios (the briefings are in the lua script files).
You may find briefings in the SIRTE scenarios as Petri had scripted those.
Ahh, gotcha. I must have it confused with Vietnam.
The Middle East game has all the same goodies now as Vietnam, but doesn't have the scenarios scripted - YET! I will start doing it and they will be available in future updates.
It takes a lot of time to script scenarios, so be patient. The briefings will come!
Out of the four Sirte 1985 what-if scenarios, the first one is the most complete.
As a Libyan player you can observe AI performing an air assault towards the city, with Helo transports choosing one of the three battle plans, then executing it.
After that, it is more of a brute force attack, as there's lots of open space for the British paras to cross before inside the city. It was a fun one to write, then seeing those transports indeed approaching, unloading, and flying out. A human opponent will be a more competent one and that, but again, to watch that air assault unfold was fun.
Sirte #2, #3 and #4 are better playes as Side A, as there's less logic for the AI for attacking.
It finally released! YAY! The 2.30 UPDATE is available for Middle East. I go through how to install it and give some hints and tips about what has changed throughout the session as I play Humbling of the Tank. I ended up playing as the Israeli's although I meant to play as the Egyptians, but it was still an interesting experience. Keep in mind, that scenario is designed for Head to Head play. It is interesting to see how the Legacy AI plays, or doesn't. Intriguing experience for me as I prepare to script these scenarios.
Good day.
It seems there were some organization edits that was flagging some errors when trying to open the ORG editor.
The following BETA 2.31 PATCH will remedy these until we release a proper 2.31 UPDATE later in the fall.
BETA CSME 2.31 PATCH (https://www.dropbox.com/s/sxtn84kjg19b3z2/BETA%20CSME%20UPDATE%202.31.zip?dl=0)
Unzip and overwrite the OOBs folder in your install, or copy and paste the .oob files from the zip file into your OOB's folder
Thank you for your patience.
Jason Petho
Another session with Middle East. This time I ended up playing a couple scenarios. I played both sides of The Last Stand about an Israeli kibbutz defending against an Egyptian assault in 1948. And then played the classic "Long Walk Home" scenario where a French company sized unit is trying to head back "home" in the Algerian countryside. While enjoyable, I do miss the scripting, it makes the game far more enriching. I look forward to creating the scripts when I have time. OH! I also made mention of a BETA 2.31 PATCH that is available on the Matrix Games forum that corrects the Org Editor.
Thank you Jason. :ThumbsUp:
Wonderful!
A few years ago I remember you were working on an Iran-Iraq War DLC for this, is that still in the hazy future?
QuoteA few years ago I remember you were working on an Iran-Iraq War DLC for this, is that still in the hazy future?
Yes, absolutely!
I have some help with the Iranian OOB's, so that will help me put things together for the Iran/Iraq War. Keep in mind, that our standard is to build each nation from 1948-1985, which is a challenge indeed.
Quote from: Jason Petho on July 04, 2023, 02:50:36 PMQuoteA few years ago I remember you were working on an Iran-Iraq War DLC for this, is that still in the hazy future?
Yes, absolutely!
I have some help with the Iranian OOB's, so that will help me put things together for the Iran/Iraq War. Keep in mind, that our standard is to build each nation from 1948-1985, which is a challenge indeed.
Fantastic. I will continue being patient :grin: You guys are doing an amazing job keeping this and CS:V in tip-top shape.
Another session with Middle East. There was some difficulties getting Twitch loaded, so be patient with that. It doesn't impact the YouTube session apart from my babbles. I restarted the machine and all was fine afterwards. Regardless, I played the Teaching Set scenarios, Hot Seat! With a couple hours, I was able to get through them all pretty quickly as they are only 6 turns each. They are great for learning how the system works and how the weapons become more deadly as the decades pass. They are best against a human opponent, PBEM, Hot Seat or LAN.
Back to the Sinai with lots and lots and lots of tanks. I started playing Advantage Jiradi, which is an Israeli armoured brigade advancing along a single road into numerous defensive lines set by the Egyptians. A challenge? Oh yes, yes indeed. Some valuable lessons with thanks and infantry in half-tracks were explained, especially how to use them in assaults.
Here we are along the coast of the northern Sinai. Some fantastic examples of how to assault with armoured vehicles. Like a knife through butter we are tearing through the lines. But then, out of nowhere, night fell. That changes the rest of the scenario. A fascinating turn of events indeed!
We played through the end of the scenario working through the Jiradi Pass. That was a close one, darkness made a world of difference. It was an interesting scenario and the last 5 turns had me wondering if I was going to be able to move the division off the map. This gave me a lot of ideas for when I script the scenario and realized how challenging this would be against a human player. Fascinating indeed!
And into Lebanon we go as we attempt to clear the route towards the Beirut airport along the coast. As the Israeli's, we have two mechanized brigades worth of goodies to play with. The primary challenge for the scenario will be learning how to operate heavily mechanized forces in the mountainous and forested terrain, dotted with villages throughout the area. The secondary challenge is to see how I can script the AI to make it a worth opponent, so I am taking notes as I advance.
Campaign Series Middle East: Back to Lebanon. How fun is this! The terrain is just brutal and there are Syrians and PLO everywhere. I even managed to find some T-62's in the mix. The assaults are making progress, albeit methodically. Some actions are better than others, but I am about to perform a combat assault in the rear with an Israeli infantry company, we shall see how that goes - or doesn't. This is a fun scenario thus far and I could see it being quite challenging versus a human PBEM. Scripting will be an interesting challenge too!
Campaign Series Middle East: The night assault is going better this session, although I'm still taking some bad losses. As I advance into the weeds along the Umm Katef position, I am running into positions where I am losing tanks to anti-tank guns and recoilless rifles. Due to the limitations in movement and vast array of trenches, the tanks need to get up close and personal, especially as I am using them with assaulting the trenches with Engineers. A very effective tactic indeed. Also assault with a combination of loaded halftracks and tanks - in open terrain.
Campaign Series Middle East: Talk about a blast! Figuratively and literally. There's a ton of violence, and the grind is slow, but it is a heck of a fun fight. The Israeli's are making progress in the east, taking over villages and clearing woods. There is exceptionally heavy fighting along the coast, as the Syrians and PLO troops seem to be making the stand along the coast. It is giving me a lot of interesting ideas on how I will be scripting these type of scenarios that are heavily focused on mechanized units.
The west absolutely brutal, the fighting is close and deadly. The east is going a little smoother as I am running into lighter resistance, but even that lighter resistance is turning out to offer some unique challenges. I continue to learn a lot as I play this, especially in seeing how the Legacy AI will defend and how strong it can be. It gives me a plethora of ideas to make the Scripted AI a living hell. Muhahahaha.
Campaign Series Middle East: I haven't played by email this with the new version, so here is the first attempt. John had asked if I wanted to play and sent me the first turn. He is playing as the Muslim Brotherhood and attempting to capture the Israeli settlement of Etzion. I have my work cut out for me as he definitely outnumbers me in troops, although the quality and positioning of my troops is superior. This is the entire PBEM game.
Advancing into the refugee camps in southern Gaza. The area is defended by Egyptian and Palestinian volunteers. The first handful of turns have been nail biting, but I am making progress while I capture positions. It is a challenging scenario so far, even with a defending legacy AI. It is a methodical attack, but I keep finding surprises. I am curious to see if there will be additional movement but is giving me some ideas how to script the Egyptian AI.
Campaign Series Middle East: We are attacking the positions at Umm Katef in 1967. It's a night scenario, the whole thing, which makes this battle quite interesting. I have a good idea where the defences are but I have no idea what they consist of and holy, trying to advance and clear these positions is leaving opportunity for a bunch of valuable lessons. I made it to about half way through the scenario, the first battalion taking heavy casualties in its assaults. But, there is progress.
Campaign Series Middle East: Back into Lebanon we go! There have been some excellent small unit tactics on display in this session of the scenario. I showed the importance of utilizing all your weapons platforms, in conjunction with artillery, especially as it pertains to assaulting defended and dug in positions. Unfortunately, I had forgotten the amount of anti-aircraft and types - SA-7's included - and had suffered some pretty horrendous helicopter losses. Ah well, can't win them all!
The last few turns were full of small tactical engagements. Overwhelming the Syrians and PLO troops along the coast brought the overwhelming victory. Battle in the hills with small contingents of troops turned out to be the most fun in this scenario as it was always interesting to see what the best force mix would be ideal in various situations. There are lots of valuable lessons in this session.
Here we go, advancing along the Suez Canal with a goal of defeating a large Egyptian force. Fortunately, we have a lot of parachutists in mechanized vehicles with plenty of supporting units including tanks and artillery. There are a lot of reinforcements on the way. The advance has been steading with some basic tactical lessons on combined ground arms and using them efficiently. The desert is a wonderful place for armour.
There is a lot of in your face combat in this session. Attacks all along the front. I have received a tank brigade as reinforcements and have decided what to do with them. Muhahaha. I also had to make a map edit, which I did live, in case you need to see how to do it! Most importantly, I provided some advice on how to assault defended positions with a mechanized force, even with the infantry still loaded!
I ran into an Sagger ambush. What a mess. So many burning tanks and direct firing at the Sagger yielded very little results. I had to dig them out with infantry and artillery. Alas, the tanks were taking hits the entire time. The eastern approaches are moving, albeit slowly. Lots of intense and in your face action in this scenario, but it is an absolute hoot!
Campaign Series Middle East: A fun session today. Lots of combat, well, it was all combat. But I've successfully managed to make a few bridgeheads! We went in detail on attacking and assaulting Egyptian positions. I explain when to use tanks in an assault and when not to. Lots of valuable tidbits throughout! I do wish I had some more heavy artillery though!
The canal front is a slow slog, but the western highway is going very smoothly. It seems that the Egyptian infantry had abandoned its APC's and head south along the canal. This has allowed the western brigade to advance relatively well, with the exception of a few minor ambushes. The canal zone, on the other hand, well that's a scrap and a half - but, I'm making progress. And then, night fell! What a surprise! I did find that I do have some SS-11 halftracks and some jeeps carrying Cobra's. I will see if I can put them to good use. Exciting times indeed!
With night time, the battles are far slower. All the firing effects are reduced significantly and the movement is slowed to a crawl for vehicles. That being the case, there's some good advancing towards the final objectives. I think I have broken through most of the defences, although I see the legacy AI trying to reinforce the areas that are lost. I ask a pretty important question and would like your feed back around the 11 minute mark, if you don't watch the rest of it, please take a moment to chime in on the question!
A brand new PBEM against Javi. This is a new format for the PBEM games and videos, let me know what you think of how it flows. One caveat for this scenario is that I had to make some edits to the scenario file to add landing zones to for the Egyptian commando's. The files will be available at the Matrix Games forum soon. Otherwise, this was a challenge and a lot of fun as the Egyptians! There are a lot of different options for play on both sides. Javi tried one method and it was close right all the way to the end.
Campaign Series Middle East: The advance continues quite efficiently and we're making excellent progress into the outer limits of the city. I ran into a massive artillery area, suffered some tank losses during my assaults, but the air strikes and additional infantry turned the tide. As my tanks advance into the city, I'm realizing I cannot do this without infantry support. Tanks assaulting alone just isn't going to cut it and is generally futile in an urban environment.
And just like that, we wrapped up the Sharon's Quagmire scenario at about turn 40 (the scenario goes to 60) as I had successfully captured all of the objectives and destroyed all the Egyptian forces. I will replay this scenario after it is scripted to see how that changes things. After we started and finished Operation Bin Nun Bet, the assault on Latrun during the 1948 War of Independence. It's an Israeli attack against a fortified Jordanian Arab Legion position. And that is what it was. Holy, what a blast trying to get into that!
Campaign Series Middle East: We are giving this scenario a run through before I script it, mainly to figure out timing and see how I can make the Egyptians a "fun" opponent. I asked some questions during the sessions about event points and historical actions. Let me know what you think, I'm really curious what you'd like to see. The first part of the scenario is all about maneuver and the decision processes behind it. It's a good way to get the brain ready for the violence ahead!
We have nearly overrun the first obstacle along the main route of advance. That turned out to be a little more difficult than I anticipated. In the far north, my Sho't Meteor's are definitely winning the day. The biggest threats so far seem to be the anti-tank guns and recoilless rifles, but the tanks are doing a number on them providing clear attacks for my infantry. Down south, I'm not so lucky as the infantry brigade is advancing without armour support and suffering casualties. The day is cruising along pretty well with some interesting action and lessons throughout!
The advance continues deeper into the desert. The center had stalled a bit while we had a traffic jam dealing with some rogue Egyptians and the attack in the south, well, that was taking losses all over the place. I finally have a handle on that now though, the approaches to the southern town are nearly secured. There was some oddities with the Legacy AI, as we know, but it is interesting to see what it does in the current situation and gives me more ideas for when I script this scenario. Darkness is coming soon and that will change, well, everything.
A brand new PBEM against Javi. This time we played a scenario where I am the Israeli's and doing my best to defend against a large Iraqi assault. This was a nail-biting affair, just by the sheer numbers of Iraqi's that were swarming the hills. My reinforcements were slow, but they seemed to have arrived in the nick of time. Well, kind of. The Iraqi opportunity fire left a lot of my Israeli's in shambles. What a fun fight though!
Night has fallen. I am still suffering casualties, but with the night, they will subside a bit. I had an interesting fight as I pushed Task Force Nir onto the main highway to El Arish, combat that turned out far more difficult than I would have though. Everything has slowed down as night impacts movement for vehicles. Our first parachutists have landed in the Egyptian rear! This will be interesting indeed. But, before we did all that, I went over some information about Iranian Order of Battles that I have been working on. Is this type of information interesting?
It amazes me how a simple move can change the whole dynamic of a plan. Mistakes happen and I'm not infallible. This session is a good sample of that, although I am making some good progress through the various battles. It's quite interesting how the scenario has turned into five different key fights. Some are going better than others, but I'm definitely behind in the timeline. Even though the AI isn't scripted, it's turning out to be a challenging scenario indeed.
We went over what I have been working on behind the scenes lately. Exciting times indeed. Then we proceeded to continue the attacks throughout the Umm Katef area. The southern attack on Umm Katef itself is going very well. The northern assault is a massive cluster firetruck. I ran into another T-34 company in the north, buy my Meteors ae making short work of them. The deep south is a curious battle, but it feels I'm finally making progress this turn. The fighting is raging all over the map, it's quite fun!
We are making good progress, although it is turning out to be quite the challenge. The Egyptians are being far more stubborn than I figured they would be without being scripted. My attack in the north has bogged down as they keep throwing tanks and infantry at my attack force. I've managed to break through Umm Katef and into a mass of artillery batteries in the rear. That is causing my break through force some high anxiety. Down in the south, much the same. I've taken the town and am now suffering casualties taking out the heavy weapon positions. Ahh, lessons learned!
My poor infantry. We are in the rear taking out artillery, but alas, it is all protected by recoilless rifles and anti-aircraft guns. These are having a brutal affect on the infantry as the fighting is up close and personal as I attempt to take out the positions. I will keep these little things in mind when I script the scenario to reflect how adverse to infantry casualties the Israeli's were during the conflict. On the bright side, the main Umm Katef line has almost fallen though! That's exciting news!
We managed to finish the end of the scenario, but before we did that I showed off some new MOD's by MAUSMAN. Thank you MAUSMAN for your efforts! The combat was short and fierce with quite a bit of action. I didn't quite secure all of the positions but the vast majority. The Legacy AI did alright, but certainly not awesome, I can see some great coding potential here for scripting. There was also ideas tossed around about one large scenario for the northern Sinai as A WEEK IN or a Head to Head scenario. What do you think?
We started a new battle today! The battle of Jerusalem, circa 1967. We used the new MAUSMAN 3D Terrain mod this session. I have some scripts to edit the files in PaintShop Pro, I just need to figure out how to use them ...easily. The battle itself is turning into a bloody affair, my poor Israeli infantry battalion suffered quite a few casualties. Urban combat sucks. Lots of valuable lessons though and I'm grateful that I'm not playing a human or scripted AI. Phew!
After a chat in the beginning about the latest news with the Campaign Series and showing what I've been working on, we continued on with the Battle of Jerusalem scenario. Our advance from the south continues under Jordanian fire, but our tactics of securing the hills and villages before entering the city proper seems to be going well. So far anyway!
We went through what I have been working on for the week and then continued our advance into the southern outskirts of Jerusalem. The fighting is going well and I'm taking a few losses, but this session is filled with examples of how to conduct assaults and strategies and tactics to make them effective. It is still a night slog, but we have noticed some Jordanian infantry trying to infiltrate our lines. A surprise indeed!
An overview of what I have been working on and I went over a fascinating lesson for Lua scripting that I found. Then we continued our assault into the old city of Jerusalem. The fighting is intense and tedious, but a lot of fun to work on my city fighting tactics, especially when dealing with complex terrain and testing out different assaults. The fight in the south has just begin as daybreak has finally come. Exciting times with lots of combat all session!
I explained what I have been working on in regards to the Iraqi Republican Guards and ended off that intro with an important question! Take a moment to answer it please. Otherwise, our nasty street fighting in Jerusalem was just that. Nasty. There is progress and I ran into some pillboxes out of nowhere, but our tactics are coming together and we are making excellent progress in clearing the city.
We went over the plans for the Lua Scripting video. Now is definitely the time to chime in if you have any thoughts or comments. I will be starting it tomorrow or Friday. Otherwise, the attack into Jerusalem is going well, mostly without a hitch. I give a perfect example of dealing with pillboxes that is worth a lesson indeed! Our Sherman's are definitely no match for the Patton's the Jordanians have, so I'm going to have to take them out by some other means.
This is a tutorial that goes over how to utilize CS Lua within the campaign series to make the AI perform the way you would like it to. In this tutorial, I select one infantry company and give you three levels of how to defend - with a bonus offering at the end! Even though this is done in Middle East, the same principles apply to Vietnam.
Please provide some feed back if you found this use or how I can make it better. If it is received well, it will be the first in a new series of scripting tutorials.
After a chat and a question that might stir some conversation, we continued on with the end of the Jerusalem scenario, cleaning up the last of the Jordanians. We then started up the Port Said scenario to see how that scenario currently plays out. Lots of surprises indeed, which was delightful to see. Senseless violence ensues all over!
It's been a busy week thus far, so not to much to report, but we did continue our attack into Port Said! This is turning out to be a bit more challenging that I assumed it would. I am loving fighting with both the French and the British though, it's such a blast! The street fighting is always a challenge, dealing with bunkers in an urban area is a pain in the... well, you know. Exciting times to see what I can do with this scenario though. Oh yes, 40mm Bofors are meat grinders, I'm learning that the hard way.
We did a run down of the progress I've been working on CS Vietnam and CS Middle East and then dived into the Port Said scenario. The British seem to be still held up along the coast, but the French are rocking it this set of turns! We are advancing into the city from the south, but it is city fighting, so it's a pain. Many reinforcements have arrived, which is exciting as that will open up possibilities for the remainder of the scenario - especially potentially a push south. There was a valuable lesson to be learned about tanks in built up areas in this session.
Explained the latest news and upcoming meeting about the Campaign Series with Matrix/Slitherine. Then showed off what I was working on lately for the Iraqi's before we continued into the fighting around Port Said. The civilians are causing some interesting challenges. On the bright side the UK are finally getting their $hit together and making some progress. Oh yes, tanks hit the beaches! Woo hoo!
We went over the latest news and then dived into Port Said. We finished it off with a blast, with fighting right to the very end. The Angry Mobs threw a wrench into fighting into the city itself, which turned out to be fun, but not nearly as fun as our assault south to the southern town along the canal. It was a messy assault, but quite successful considering our infantry definitely out classes the Egyptians.
Keep up the Good Work!
Thank you so much!
There was some show and tell today about the Iraqi's, I've been making some really good progress on them. There was some news and I fired up a recommended scenario to play to see how it goes. We started with Alan Arvold's Valley of Tears scenario "Opening Moves". I thought it would be a tricky scenario at the beginning as the long range guns of the Israeli tanks was making life a living he-double-hockey sticks. Then I noticed a flaw in the Israeli defences and exploited it. Muhahahaha!
We started off with the latest and greatest news from the Campaign Series and then played Formalities in Suez as the Israeli's. We tried the latest version of the MausMan mod that was sent over last week to see how it looked in this part of the desert. There were a variety of opinions, which I understand and appreciate the feed back. I kind of like it as it really shows off the units and action. Only thing I would really change is the things I'm used to (like the trenches and things). The battle itself was a lot of fun, I gave a wack load of good examples of how to conduct assaults in this type of terrain. Exciting conversation about that indeed!
A couple of heads up thoughts and show and tell with the map editor for TACTICS WITH JOE channel after which we dived into one of the Linked Campaign scenarios that were converted to regular scenarios. We were off to Yemen and have a scrap in the mountainous terrain of central Yemen. We have a fabulous mix of units and were making excellent progress against the entrenched rebels.
Lots to show during the show and tell today. I wish I had more time in a day, but hey, progress is still progress! After that we moved to the Middle East, Sinai and played as the Israeli's during the campaign in the desert. We started the scenario with a mechanized force, advancing through the desert until we stumbled upon a well fortified position. This is a larger scenario where we are fighting against an entrenched Egyptian mechanized force. I think anyway, as I've run into some tanks and a lot of trucks.
Campaign Series West Front: After going through the latest updates on what I've been working on, we decided to do a homage to the old games. I went to the BLITZ WARGAME CLUB (www.theblitz.club) and downloaded a D-DAY scenario to play since we're almost at that time of year. We are just getting started with the landing and holy, it's a mess already. But we will prevail! Ah, a classic game, I think it's been 10 years since I've played West Front, I rarely have time to play, so it's a treat!
PUBLIC BETA IS HERE (https://www.matrixgames.com/forums/viewtopic.php?f=10348&t=404598)
Changes in 2.31.00 (June 26th, 2024):
Errata
• No errata for 2.31
Enhancements
• Implemented a message to display a confirmation of the changed Action Speed.
• Objectives no display or obscure their values based on whether Enhanced Fog of War optional rule is selected.
• Changed Double Value objectives to display the controlling side and award the vale to the side controlling it when the scenario ends.
• Changed turn-by-turn Single value objective to be cumulative.
• Added hex side slopes to 2D maps when elevation changes.
Fixes
• Fixed a bug where Side B was not able to see Single Value Objective values.
• Fixed issues with entering and exiting a Pontoon Bridge hex (introduced in 1.30/2.30).
• Assaulting a hex now reveals any possible unrevealed fortifications in place.
• Loaded rafts can now move into shallow water and onto land and unload their passengers at either location (introduced in 1.30/2.30).
• Removed Play Campaign button from the front end as the Linked Campaigns are no longer supported from Middle East 2.30 (potential to be returned in the future).
• Fixed a situation
Graphics
• Added slope graphics.
• Revised aircraft graphics (thank you, Kevin!).
• Added new scenario header graphics for new scenarios.
Data
• Minor Platoon file updates various nations.
• Minor Weapon file updates.
Scenarios
• Sirte 1985 scenario descriptions now come with correct [PLAY MODE] information.
• Revised several additional Lua file errors.
• Revised several additional map file errors.
Mods
• MausMan 3D mod has had major work done to it and is included.
Manual
• The manual has been revised to the 2.31 UPDATE.
Our first update now out since Berto, our lead programmer, passing away. He is deeply missed, but at the same time, I am so happy we can keep the game alive and updated. What better way to remember him as well!
Note: there is a similar public beta available for our Vietnam game as well.
Thank you for participating in this public beta. Spot anything, do let us know!
Hey everyone, the Vietnam 1.31 update is looking good so far. Thanks for all your feedback!
However, we hit a snag with the Middle East 2.31 public beta. The installer is adding some old, obsolete files along with the new ones. We're working on a fix and will release a new installer soon.
We apologize for the mix-up and appreciate your patience. Thanks for helping us test!
For more info, check out the Middle East Matrix Games Forum: https://www.matrixgames.com/forums/viewforum.php?f=10348
New 2.31 updater version available for download at Matrix Games Middle East forum:
https://www.matrixgames.com/forums/viewtopic.php?p=5176350#p5176350
Back to the Sinai! We went over the progress on the Iraqi's and then we dived into the frontal assault on the Egyptian Gebel Libni positions in the middle of the Sinai. We are engaged in some heavy fighting as we push through the first lines of defence. And then night fell. That completely threw a wrench into my plans as as the movements rates have slowed right down for my massive armour formation, forcing us to fight for the main highways through the desert. We've punched a hole to the first crossroads objectives, which is good, but there is still a long way to go.
It was a two stream day today, the first stream on the SlitherineTV channel and the second stream on my CampaignSeriesLegion channel. We continued with the Rearguard at Gebel Libni after going over the latest and greatest news with the Campaign Series. Our advance continues into the darkness around the crossroads at Gebel Libni in the face of relatively decent Egyptian defences. While we are pushing through the lines, we are taking moderate casualties. All in the good fun!
We went over some good news for the CSVN 1.31 and CSME 2.31 UPDATES and then dove back into the night fighting at Gebel Libni. There was ample opportunity for tank engagements and attempting to overrun well defended positions. The Egyptians tried to flank my positions, but my flanking forces got wind of them. Just before dawn we broke into the lines and through them, so much carnage. It is a hoot indeed! We are heading to the last 25% of the scenario and day break just happened.
Shameless plug.
Campaign Series Middle East is on sale for 50% off.
Campaign Series Middle East on sale! (https://www.matrixgames.com/game/campaign-series-middle-east-1948-1985)
Back to Gebel Libni in Middle East! We overrun quite a few positions and dealt some death blows to the flanks. I was feeling really good about how the scenario was going, until I managed to get to Bir Hamma. Well, that is putting a big thorn in my side. Positive vibes though, it was a lot of fun as we get closer to the end of the scenario!
We went over the latest work I've been doing on the North Koreans for CS Vietnam and then dove back into the CS Middle East's Gebel Libni. After we polished off that scenario we dove into the shores of Great Bitter Lake. We are playing from the Egyptian side as a mechanized brigade advancing against a defended Israeli position near Chinese Farm. A massive tank battle ensues, leave wrecks of Magach 5's and T-62 strewn around everywhere. Who doesn't like tank on tank action!
The Campaign Series Middle East 2.31 UPDATE is officially released!
CSME 2.31 UPDATE (https://www.matrixgames.com/news/campaign-series-middle-east-update)
A review of the latest and greatest goodies that are available and coming down the pipe and then we returned to the Shores of Great Bitter Lake. Alas, it seems the shores are covered in blood. This has turned into an epic tank battle. We were doing exceptionally well, until the Israeli reinforcements showed up. I was given a reality check as I started watching my T-62's start to brew up left, right and center. After that chaos, we started up the first few turns of Sirte 3 playing as the Libyan attackers against the UK invaders!
We went over the latest advancements with the North Koreans before we dove back into the Sirte #3 scenario that was scripted and designed by Petri. We advanced well into the city and engaged the UK forces that had the nerve to land in the city. There were pockets here and there, but we succeeded in destroying most of the outlying positions. Then we were engaged in Sirte proper, well, that went as well as expected with infantry that has a weak assault. Lots of valuable lessons to be learned and the need to pay attention to your troops when you make your plans.
Hey I remember a few years ago there was talk of adding some Iran-Iraq War content- is that still on the table?
Yes, yes it is. I have the Iranians and Iraqis mostly done. I have to make the weapon files, platoon files and graphics. But the Company-Army files are complete from 1948-1985. I am hoping to include the OOB's for people to use in the Christmas Update
I have returned after a vacation and I am back to the regular schedule for streaming. Tonight we went over what I had been working on during the holiday and the latest and greatest goodies from Petri. Then we dove back into the fighting south of Rafa in 1956, breaking through the Egyptian defences. It's a tough fight, but we're making very good progress. The city fighting is starting though, so who knows how that will turn out.
This is a special session, after I showed the latest North Korean progress, I fired up the Cold War ALPHA to show what it will look like, at this point. A few overviews of the new dialogs and terrain. It's a work in progress, but progress nevertheless! Then we dove back into the fighting around Rafah against the Egyptians and their supporters. It's a bloody affair, but we're making excellent progress. There were some excellent questions throughout so had the opportunity to explain tactics. Thank you to those tuning in!
I took a few minutes to show off the progress on the North Koreans for Vietnam and then we returned to Into the Camps. I played this using the 2.40 UPDATE BETA, so it will look different from last weeks session! Lots of random violence and pockets scattered around them. Assaulting became key and near the end I have an epic realization which changes the whole dynamic of the scenario. You wouldn't have thought I built this scenario.... Ha! Thank you to those tuning in!
We went over the latest and greatest news with the North Koreans and I showed off a bit of the latest goodies from Petri in regards to the future of Lua. Then we dove back into the final legs of the city fighting south of Rafah while I attempted to break out to the west and try to secure a victory by utilizing the exit objective I had completely neglected until the end of the scenario. Definitely some good lessons in city fighting and paying attention to the map! This is using the 2.40 BETA for Middle East.
Utilizing the 2.40 BETA UPDATE that we intend to release in January for Middle East, we started up a Duel in the Golan scenario called "Bridges". It isn't scripted, but since I am on the attack, it shouldn't make too much of a difference. That being said we are heavily engaged against Syrian commandos that are well supported. Missiles were flying taking out some of our M113's, but it looks like we're making good progress, even though we are suffering some nasty casualties from the overly efficient Syrians.
A quick review of all the Order of Battle work I've been doing lately, plus some explanations about potential things to consider, especially as it comes to tactical nukes and chemical weapons. Decisions indeed, so feel free to chime in. Then we polished off the Duel in the Golan scenario, Bridges. It's an interesting night fight with random assaults and combat around the many crossings towards to the Golan front. The Syrian Commandos are a thorn in my backside for you!
We went over the latest news with the Campaign Series projects and then dove into a Tournament scenario to see what kind of senseless violence could be achieved. It started off slow, but as I'm playing the Egyptians in the scenario, running into modern Israeli's had my poor APC's burning around the map. The aggressive Merkava I's are tough, really tough to take out. It's been a hell of a start with lots of action throughout the area. I'm grateful for some TOW's though, they are a game changer!
We went over the latest and greatest news on the Order of Battle front for the new UPDATES and new game and then dove back into The Villages, tournament scenario C01. It's turned into a slug fest against tanks and artillery with a peppering of infantry. Lots of great discussions as we continued to try to push the Israeli's out of the front line positions so I could advance to my objectives. Well, that was going well until another tank battalion of Sho't Kal's showed up to ruin my day!
We jumped right into the fight today. So much violence. There was tank battles around the map and I have a new hatred for M150 TOW vehicles that the Israeli's have in the rear. The Sho't Kal's are also a pain, especially as they broke beyond my frontal positions and running amuck in my rear. It's a nasty fight, but a good one.
I went over the latest and greatest goodies in the works for the Campaign Series Vietnam and Middle East Updates expected in January as well as showed off some new vehicles for the Cold War game. After that we dove into the final handful of turns of the Tournament scenario. What a wild ride the final turns were indeed. Lots of senseless violence and assaults. Some went well, some did not. I still hate the Israeli TOW's.
Well, I had good intentions for a Middle East stream with some new goodies that were to be shown to showcase all the efforts that Petri had been working on lately. Which is fabulously exciting, but for whatever reason, my installation was flagging the wrong weapon file. The horrors of live Beta Testing. So, one of the viewers suggested I play an East Front scenarios, so that's what we did. We conducted an assault against a Russian bridgehead and ran into a number of T-34's and KV-1 tanks. Yay for senseless violence!
Well this session was more successful than last and things I wanted to show you last time worked! I showed off some of the North Koreans and we playtested Humbling of the Tank with a new Lua file created with the latest tool that Petri has created. We dove in to see how the Engine AI handles artillery and I'm happy to say it's much better than it was before! Otherwise, it was an interesting little fight.
I took the time to show of some of the organizations that are coming in the Middle East UPDATE that is due out in January. Then we dove back into the West Front Aachen West Wall scenario. There's a lot of units and we're still running down the retreating Germans, but we have formulated a couple of good plans for attack now and we are working towards that goal! Exciting times and some senseless violence.
How nice, the Middle East 3.00 Public Beta is out just for the FRIDAY as well! The FRIDAY Beta!
LINK TO MATRIX GAMES ANNOUNCEMENT (https://www.matrixgames.com/forums/viewtopic.php?p=5211048#p5211048)
A big one, with new Scenario Browser front end, new 3D map images, and in particular for Middle East, all scenarios with accompanying (auto-generated) Scripted AI Lua files as well.
Your feedback appreciated :ThumbsUp:
Awesome news, thank you for this!!
I've been playing around with the Vietnam beta the past couple days and it is soooooooo nice being able to select a scenario without those stupid arrow buttons lol.
Quote from: DesertFox on January 31, 2025, 12:37:51 PMAwesome news, thank you for this!!
I've been playing around with the Vietnam beta the past couple days and it is soooooooo nice being able to select a scenario without those stupid arrow buttons lol.
I could not agree more, about the time, right! Mods are now easier to enable as well, make sure to add the Alan Arvold scenario sets to playable scenarios, too. With Campaign grouping, they are easier to differentiate from stock scenarios now.
I too am really liking the new menu interface. Far far easier to use. I'm looking forward to getting into this and Vietnam. Great updates.
With the release of the Campaign Series Middle East 3.00 UPDATE last week, we went over some of the goodies and changes that are to be found in the new REMASTERED version of the game. There are a lot of little tidbits in here to go over and then we fired up Advantage Jiradi and had a taste of the new scripted artillery. Ugh, it was a rough go but fun nevertheless!
Sub-Saharan Mod 1.00: We are in for a treat today! Schlonz had released the 1.00 version of his Sub-Saharan Mod that includes a bunch of goodies! I go over how to install it and how to play it! He's put a lot of effort into it and it is a blast to play, I highly recommend giving it a go! We played through one scenario, did a couple of Lua file tweaks and then started to play a second scenario. Exciting and good times indeed!
Before we dove back into the Sub-Saharan Mod created by Schlonz, I went over the latest and greatest news for the Campaign Series and showed what we are working on in the background. Cold War is well on the way, but of course, still lots to do. We finished off the scenario we were playing last session and then started up another dealing with a Rhodesian Fire Force conducting an assault. I had read about them but it was beyond fun to see them in action!
After a quick overview about what's happening behind the scenes with the Campaign Series games we dove into a new scenario by Schlonz for his Sub-Saharan Mod for Campaign Series Middle East. The scenario, Operation Mar Verde", is a scenario that deals with a Coup d'Etat in Guinea in 1970. It's a fascinating scenario with ample Lua scripting which provides lots of engaging dialogs. After that fun adventure, we played the last scenario from the mod's current set, "Convoy Duty", which was a hypothetical Portuguese supply convoy trying to send some relief to an isolated base. Exciting times indeed, lots of ambushes and challenges!
We fired up a fun little scenario as the UK that include some adventures in central Yemen. It is a relatively small scenario (compared to what I usually play), so we took the opportunity to take things a little slower and explain a few more things in detail. There was also some great questions from those that joined. We sent it some commandos to attempt to establish some landing areas and pushing the Yemenis guerrillas back, but they are a tedious bunch of defenders. Things are getting very interesting as we have all the reinforcements and the time crunch is definitely on.
As I am not able to stream tonight due to a work function, I put together a Play by Email game I had against Ian. We decided to play Schlonz's SubSaharan Mod. And what a blast it was. I played the United Nations forces while Ian took on the Katangan troops where he was defending a key bridge in the Kongo. There was ample scrapping with effective fighting nearly from the beginning. I had plans, but you know how well they survive after first contact. I created a new intro for these PBEM games and changed how the music for the details and turns are done, let me know what you think!
In the same vein, the Public Beta for the Middle East 3.10 release is now available at the Matrix Games forum (https://forums.matrixgames.com/viewtopic.php?p=5245825#p5245825).
If you spot anything, please let us know, either here or at Matrix. This time, the emphasis was once again on advancing the user interface and in-game dialogs with a new iteration. Your participation is appreciated :Hug:
Edit: We have a couple of weeks before handing off the final files to Matrix for the official 2.10 and 3.10 updates scheduled for November 19. All feedback is greatly appreciated!
Public Beta 3.10.1 has now been released and is available from the same linked posted as above. This hopefully is it for the mid-November official 3.10 release as well.
Thank you for your testing and feedback. We're a small team, this really helps :Hug:
We are very happy to announce the 3.10.20 official release is out now - go get yours while supply lasts!
All Campaign Series games are 50 % off as well - unless you buy the bundle offer, which adds a further 10 % discount into your basket.
Thank you to all the beta testers, we're a small team, your efforts helped a lot! Ho ho ho!
https://cslegion.com/middle-east-1948-1985/cs-vietnam-2-10-and-middle-east-3-10-officially-out/
:Party:
Here is the second part for the March 1st stream. We changed games and started with Campaign Series Middle East and began to play The Crossroads scenario as the Israeli's against the Jordanians. The Jordanian Patton's have already decimated the some of our Shermans, which means I had to change my plans instead of the attack into Jenin I was planning. We decided to form a defensive line and then flank the city. It's a mess of a scenario, but we will try to see how it goes. Those Jordanians are well dug in!
I'm back to my regular program! Thank you for your patience. We returned the Campaign Series Middle East scenario THE CROSSROADS as the Israeli's. Our attack is going well, except for the fighting in the hills to the west of the city of Jenin. We have an armoured task force that have swung around the flank and have nearly encircled Jenin, although we have run into some reinforcements that have started their counter attack. The Jordanian tanks are brutal, basically every shot I am losing some Sherman's. While the Sherman's have a decent gun, their armour leaves a lot to be desired. The Israeli infantry have been suffering casualties against the Jordanian especially as the Jordanians are holding their fire until the positions are up close and personal. Progress, but it is a bloody affair!
Trenches and bunkers and holy crap a whack load of Patton's. Our advance into Jenin has begun! Although it's a bloody mess. The bunkers on the outskirts of the city are positioned well and it's an affair to get in. We're making progress, but it is slow and we're suffering quite a few casualties as we advance. We managed to secure decent positions during the night, but day light is breaking and the Jordanian Patton's have made their appearance on our flanks. Plans will need to be changed, as things are going to get ugly...er.
The battle is raging all over the map. The assault into Jenin is advancing, although city fighting is a hell of an experience. The Jordanians are well entrenched in the city. On the outskirts, the Jordanian Patton's have made their presence known and are completely dominating the areas where they currently are. Dawn has also broken which makes things even more complicated outside of the city. I haven't figured out how I'm going to deal with the tanks so far, but it's a good battle indeed, keeping my interest piqued!
It's all about the ambushes this session. There is fighting all over the map as we try to hang on to our gains. We managed to secure Jenin after some heavy fighting and assaulting. I went through some basic things to take note of when assaulting and how to set up some ambushes. The ambushes are essential against the Jordanian Patton's as they completely outclass the Israeli Shermans. I also showed how to deal with armour in village/urban terrain with infantry, it's a game changer if the tanks aren't supported. It's a doozy of a fight, but we're making some excellent progress!
We went over the latest news on progress with the British order of battles for the Spring update and then dove into the end of The Crossroads scenario as the Israeli's. It turned into a series of tank clashes which was unnerving as there was a lot of Patton's that are far superior to the M51 Shermans that are in the Israeli forces in this region. I suffered far too many infantry casualties, which is something I'll have to keep in mind for when I script these scenarios - Israeli casualties are generally frowned upon. What a fun scenario though and I'm grateful I didn't play against a human, HA!
We returned to the Middle East as there is a slight delay in starting of the Mekong. This was a good reintroduction to how play the game and things to think about and tactics to use. I played all the Teaching Set scenarios and a short one at the end. With a couple hours, I was able to get through them all pretty quickly as they are only 6 turns each. They are great for learning how the system works and how the weapons become more deadly as the decades pass. They are best against a human opponent, PBEM, Hot Seat or LAN, but as you can see, you can still practice against the AI.