FALKLANDS WAR Scenario!!!

academia

Master of the Universe
Joined
Mar 22, 2002
Messages
2,292
Location
Buenos Aires, ARGENTINA
Well guys, first of all let me tell you that this is my first scenario. However, i´ll do my best :) 3
Now, i´ll give you general settings of the game. ok?

Suggestions, advices, comments, critics... all of them are welcome!!!
 
All I have to say is that I hope its better than the last Falklands .scn.
 
Let´s begin...

I´m using a 149X119 map made on my own.
It shows the Falkland Islands, South Georgia Islands (with Porth Leith) and the southern part of Argentina and Chile (from Puerto Deseado to Ushuaia).
There are going to be only 3 playable civs: Argentina, Chile and England. Well, not Chile; i only included it for geographical reasons.
The scenario begins in March 1982. Well, i changed the time scale for weeks instead of months (the war only lasted 3 months). So, it´s going to be Week 0; Week 1; Week 2; etc.
At the beginning of the scenario, Argentina counts with 25 cities. So, i decided that the production of new units will rely in the industrial capacity of these cities.
Chile will have 12 cities.
England will have 6 (all of them in the Falklands + Georgia). Obviously, (as a result of argentinian invasion) they will lose them in 2 or 3 turns. So, i created a fictiocius england city in order to guarantee their survival.
 
In reference to the map...

You´ll inmediatly notice in the north-east extreme, the presence of "mountain traps". And inside them, you´ll eventually see english troops trapped there. The purpose is (trough the use of events.txt) to release them depending on the turn.
For example:
during turn 4: events.txt will give the order to "change terrain" to ocean + "move anyunit" to areas near the islands.
The objective is to "guide" the english troops to the battlefield.

It´s paramount to specify that this force consists only on ships + land troops (inside transports).
Well... there is a big problem with the air units. The AI moves them far away from the carriers, so in the long run all them fall because "run out of fuel" :mad:
I solve it with another "mountain traps" near the Falklands ( east of the isles)
 
Basically, the scenario should develop in the following way:

1) Argentina should take the isles in 1 or 2 turns; no more.
2) Then, they must send as many troops as possible from the continent to the isles. The objective is to build defenses.
3) England, will need 5 or 6 turns to move the Task Force and try to retake the islands.


In reference to the units:
I´m not good at creation. So, i "borrowed" all of them :D
If someone could tell me the names of the authors i´ll inmediatly include them.
 
The units:

Argentina:
Arg. Infantry
Amph. Commands
Oerlikon 35mm AA
TAM (Tank)
LVTP-7s(Recon-Mech. Inf.)
Land Based Exocet
Mirage (Fighter)
Pucara (Fighter)
C-130 (Bomber)
Puma (Helicopter)
Exocet (Misille)
Gral. Belgrano (Cruiser) - special unit
Santa Fé (Submarine) - special unit


England:
Royal Infantry
Royal Marines
120mm Wombat (Anti-tank)
Tracked Rapier AA
Scorpion (Recon-Mech. Inf.)
Vulcan (Bomber)
Sea-Harrier (Fighter)
Lynx (Helicoptero)
Seawolf (Misille)
Nuke Submarine - special unit
Sheffield Frigate - special unit
Nuke Submarine Splendid - special unit


Chile:
Inf. Chilena
Blowpipe (Anti-aereo)
Scimitar (Recon-Mech. Inf.)
Rheinmetall 20mm AA
Tigre (Fighter)
Canberra (Bomber)
Bell (Helicopter)
Seacat (Misille)

General units:
Alpine Troops (Arg-Chi)
Stinger
Paratrooopers
155mm
Fortifications
Land mines
Sea mines
Submarine
Trasnport
Destroyer
Cruiser
Frigate
Carrier
Diplomat
Caravan
 
Ohh, this sounds cool. One thing: I would make 2 engilsh carriers special units. I have a nice graphic for an invincible-class carrier.

Also, Argentina should have its special carrier, too.
 
Britain should also have Gurkas, SAS, and Paratroopers [the paras didn't actually parachute anywhere, but they did serve as elite infantry].

You should also drop the cruiser unit - the Gral. Belgrano was the only cruiser in the South Atlantic.
 
Ohh, this sounds cool. One thing: I would make 2 engilsh carriers special units. I have a nice graphic for an invincible-class carrier.

Yes!! i forgot to mention. England has 2 carriers: "Hermes" and "Invincible"

Also, Argentina should have its special carrier, too.

It has it!!! Carrier "25 de Mayo"

Britain should also have Gurkas, SAS, and Paratroopers [the paras didn't actually parachute anywhere, but they did serve as elite infantry].

Well, i didn´t want to "infest" the scenario with many special land forces. Moreover, i couldn´t find a nice Gurka unit.
BTW, what are the "SAS troops" exactly? An elite force? Commandos? Or something like that?

You should also drop the cruiser unit - the Gral. Belgrano was the only cruiser in the South Atlantic.

Ok. I´ll take that into account. Thanx ;)
 
BTW, what are the "SAS troops" exactly? An elite force? Commandos? Or something like that?

SAS = Special Air Force. They're basically Britains best commandos and they made a really large impact on the war.
 
Yeah, the SAS definitely needs to be there. :goodjob, anyway, about the invincible, could I email it to you? it hasn't been published on the net.
 
SAS = Special Air Force. They're basically Britains best commandos and they made a really large impact on the war.
Ok. do you have a nice picture of them? Or do you know where can i find them? (i´m talking about a civ2 unit ;) )

about the invincible, could I email it to you? it hasn't been published on the net.
Ok. My mail: academia2002@hotmail.com
 
Well, i´m going to post the test version, ok?
 
A few comments, and warnings ;)

1) As a result of the important ammount of "move unit" commands in the "events.txt" file, it´s inevitable to use more than 1 events file.

2) However, this first version only includes one events.txt!!!
PLEASE!!!! PLAY IT ONLY AS ARGENTINA!!!!
All the commands in the events file, were made to guide AI english troops, ok?
As I told you before, the goal is to "guide" the AI to the isles.

3) I know that someone may say: only as Argentina? OH!!! Of course!! You are an argie ;) what can i expect from you??? :D
Well, let me tell you that it´s almost impossible to guide argentinian AI troops to the falklands.
This is the problem:
First, you have to guide the invasion force to the cities and conquer them. Second, you have to "tell" the AI to move all his units from the continent to the isles through "move units" commands!!!
Believe me, i try it. And the AI lands troops wherever he wants; and half of the aircrafts fall because "run out of fuel" :mad:

4) So, this make me think that this scenario will be more suitable for a multiplayer/PBEM where Arg/Eng are commanded by human players and they are free to move the units wherever they want :cool:

5) You´ll probably find some texts in english and others in spanish. Sorry!! i haven´t finished the translations ;)

6) In the final version, I´ll include texts that will pop up every turn. The will provide basic information (UK troops departures, exact date, etc.)

7) I haven´t include sounds because i don´t play with sounds!!!
Sorry, but i always turn off the music/sound effects. If you want me to include them, i´ll have to do it :rolleyes:

8) Please!!!! Remember that this is my first scenario.... MERCY!!!!
Anyway, i just want to post it here; then you can download and play it.
The main goal is that experienced players can test it, and point out the failures. In the long run, i´ll take into account all of these comments/critics and i´ll correct them.

9) Enjoy it!!!! Remember, only play this version as Argentina. ok?
 
Damn! i have a problem with the file size. Give me a few moments... i´ll solve it
 
Is it directly biased towards Argentina or do you try to keep it neutral? (just asking)
 
Obviously, i tried to keep it neutral. But, please, if you feel that is biased towards argentina... tell me!!!!!
I´ll change the relation of forces.
 
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