FALKLANDS WAR Scenario!!!

Pinkygen:
First of all, thank you for posting new ideas!!!

Let´s see...
Dot the ocean around the Falklands with two little one square air bases, and put some immobile (but strong) english units on them. Maybe the AI will use these as bases for the planes.
Well, the problem is that i´ll have to create these squares from the beggining of the game; with airplanes + some inmobile units inside.
But remember that the AI is in charge of the british troops. If the airplanes are in these bases (without my mountain traps) the AI would use them and attack argentinian troops with his aircrafts in the first turn.
And the airplanes came with the carriers in the real war. That´s why i "free" the airplanes from their "jails" (located east of the islands) in the third turn.

But there is more. There would still be the two British carriers. Create an event that when one of these carriers is sunk, one of the islands is changed to a sea square.
I can´t see the relation between the carriers and these bases.

Any British plane there might disappear. Or even if though don't disapear, they can only spend so long in the air before crashing.
Why should I destroy the planes? There are other airbases inside the islands. The planes can use them.

Should have phrased it better, but yes, you would units for the two english carriers, but this way you get see their cool English Carrier Names too.
Well, if you want me to do it... :rolleyes:

One more annoying question. Why is the frigate more powerful than destroyers or cruisers? I thought frigates were smaller.
Sorry, my mistake. I´ll fix that.
 
And 1 english.scn where the argentinians have already invaded the Malvinas. That way the English player should directly liberate the Malvinas. Don't give the argentinian AI any planes in the beginning, but give them through events, so that when the english human player already is on the islands, the AI can use them to attack english bombers.
I like your idea Yop!!!
Great!!!!
I´ll work on that!!! :goodjob:
 
One more thing:
About the planes...
As you could see in the game, all of them has a +1 range. I mean, Pucara has 3 range; Sea Harrier 4 range.
So, they work as the "bombers" in the classic civ2 game. Do you want me to leave it like that? Or would you like to have the chance to attack more than one time? Like the "fighters" in the original civ2. You know, range 1, movement 6 and you have to attack and return to the base in the same turn.
 
I like how the planes can stay up for multiple turns like that.

The reason I am linking the island bases with the carriers is that historically Britain's airpower only came from those carriers. I don't believe England has an airbase in the region besides the Falklands, which are in Argentinian hands. Thus, historically Britain needed the carriers in order to project air power.

Thus, if the Argentinian player destroys carriers, they are rewarded with England's airpower becoming much more constrained because they lose the island bases. The idea is to simulate what a loss of a carrier in real life would have done to British air operations.

Thus, if the carriers are destroyed, Britain has no place to refuel their planes and base their airpower unless they suceed in capturing airfields in the Falklands and can land their planes there.

Of course, a human player could take advantage of this by hiding the carriers, which is why this won't work for MP. But for a single player, with Britain as AI, the British AI will still send the carriers with the rest of the English fleet.

As for the mountain traps, I see two choices.
1. Start the planes in the position they start now, and let the traps dissapear on turn 3 as you do now. My hope is that the AI will use the planes at least semi-effectively, and then land them on the two island airbases.
2. Mountain off the island airbases at the beggining.

I know it sounds complicated, but it would allow the AI to more effectivly use airpower while still making the English Carriers the tempting targets they were in real life.
 
Ok Pinkygen.
I have to try that option.
Thanx for your idea :goodjob:
 
Well, to be sincere i´m not sure about your idea Pinkygen.
Anyway, i´ll take a shot.
So, where should i create those islands? North of Port Stanley? Propose someting please...
 
The problem with the airbases idea is that the AI never uses airbases. Make them cities instead (and call them something like HMS Hermes, HMS Invincible and HMS Illustrius)
 
One more annoying question. Why is the frigate more powerful than destroyers or cruisers? I thought frigates were smaller.
I made a research and frigates are more powerful than destroyers.
 
I know it sounds complicated, but it would allow the AI to more effectivly use airpower while still making the English Carriers the tempting targets they were in real life.
Sorry Pinkygen but i won´t use your idea of the "small islands" near the Falklands.
I made a few tests, and the AI had a decent role with the "mountain traps with airbases" system.
So, i´ll use them in the final version.
 
Originally posted by academia

I made a research and frigates are more powerful than destroyers.

That's not true. In US service 'destroyers' are larger and more powerful ships then 'frigates'. In British service a 'destroyer' is an anti-aircraft and anti-surface ship vessel and a Frigate is an anti-sub vessel [hence the Type-22 Frigates being larger then the Type-42(?) Destroyers]. However, even using the British system destroyers are more powerful then frigates.
 
That's not true. In US service 'destroyers' are larger and more powerful ships then 'frigates'
Well, the the internet page were i took the information was wrong :mad:
In this site, it said that the frigates were larger and more powerful than destroyers. in fact, they were improved versions of them.

BTW, where did you get your information? Is there a page where I could check the vessels power/differences?

You know, i´d like to obtain the TRUE information... this matter is really pissing me off :mad:
 
academia, you seem to get pissed off very easily...

But it is true, the normal understanding is this:
Gunboats < Corvettes < Frigates < Destroyers < Cruisers < (Heavy / Missile Cruisers) < Battleships < Aircraft Carriers...
 
Eh, it was a crazy idea, but the stupid AI won't use air bases either. I suppose you could try the cities (and have them gloriously sink atlantis like into the ocean when a British carrier is sunk). :)
 
academia, you seem to get pissed off very easily...
Really? :(

Gunboats < Corvettes < Frigates < Destroyers < Cruisers < (Heavy / Missile Cruisers) < Battleships < Aircraft Carriers...
THANK YOU INSURGENT!!!!

Eh, it was a crazy idea, but the stupid AI won't use air bases either. I suppose you could try the cities (and have them gloriously sink atlantis like into the ocean when a British carrier is sunk).
Ok... i´ll try it :rolleyes:
 
I don't know if I think it's good, but here is an icons file with the window tiles edited. Perhaps the flag theme isn't very good...? If you like it, use it...

It's zipped to allow it to be attached...
 
Originally posted by insurgent
academia, you seem to get pissed off very easily...

But it is true, the normal understanding is this:
Gunboats < Corvettes < Frigates < Destroyers < Cruisers < (Heavy / Missile Cruisers) < Battleships < Aircraft Carriers...

Depends on the use/task they are built and used for- Germany for instance has destroyers mainly for coastal tasks, and uses a cross between corvettes and frigates for this- While these ships operate tasks meant for destroyers they are in fact designated Frigates (probably to get through NATO regulations that limited Germany and other NATO partners not to exceed certain ship sizes and types).

The German 123 and 124 Type frigates are being built larger than Destroyers for long range missions- a US destroyer would probably turn out to more robust than a frigate.
 
Yes, there are exceptions. Our Danish system isn't so regular either. But then again our largest warships are three corvettes...
 
Well guys, i think that is time to provide some news!!

After many multiplayer tests, i think that the scenario is ready :goodjob:
However, there are a few "problems" that i can´t solve... one problem specifically...

THE AI!!!!!! It sucks!!!! It´s not a decent rival... :(
When you use Argentina, Task Force troops look like idiots! loses Vulcans in the middle of the ocean, places 14 sea harriers in the same square, makes suicidal attacks...
I CAN´T SOLVE THAT!!

So, one more time, i suggest to play it as a multiplayer (if you really want to have fun) otherwise, it´ll be too easy i think...
:rolleyes:
 
FINALLY!!!! The final version is ready!!!!

Enjoy it!!!! :D
Please, remember to read the README file first; and load the Falklands.bat file to choose the version.
 
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