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Korean War Yongsan Scenario
01-01-2012, 05:10 AM, (This post was last modified: 01-01-2012, 05:18 AM by Hobbes.)
#1
Korean War Yongsan Scenario
Hi folks, I noticed that the in-game scenario instructions cut off after a few hundred characters for CS games. I thought I would dig out the original instructions for the Yongsan scenario for Mike's Korean War mod and post them here.

3 September, 1950
Yongsan, 60km NW of Pusan: [Best played Human vs Human]
The dog days of August had given way to September. Casualties during
the next two weeks were to be the greatest of the Korean War.
To the men of Eighth Army, these were to be the worst of "the
days along the Naktong." Having pushed a previous North Korean
assault back across the river units of the 1st Provisional Marine
Brigade and the Army's 9th Regimental Combat Team were once again
called upon to help hold the fragile line around Pusan.
Moving out from the embattled town of Yongsan the 5th Marine regiment
deployed to face the NKPA 9th division and battered remnants
of the 4th which was attempting to mop up the remains of Task
Force Manchu; survivors of B Co. and 9th RCT Heavy Weapons Companies left isolated to the west on Hill 209.
The Marines, soon to be recalled for the Inchon landings, had little time to close the
bridgehead and drive the North Koreans back across the Naktong.

It is recommended that players follow the instructions below to change visibility to 1 for night turns although this can be ignored and the scenario played in the regular way.

Dynamic Visibilty instructions for Korean scenario Yongsan :-

After the Korean player has finished playing turn 10 (by pressing the end turn button). He should open the saved .bte file with Notepad (or .btl for non PBEM games)
Eleven lines beneath the "Divided Ground" text is this line with the following digits:
0 20 20 This should be changed to 1 20 20. The first digit in this line is 1 for night turns and 0 for day turns. As the first night comes visibility changes from 12 to 1.
After the Korean player has finished turn 15 the first digit should be changed back to 0 as dawn breaks on 4th September.
After the Korean player has finished turn 25 again change to 1 as the second night falls.
After the Korean player has finished turn 30 change the digit to 0 for daybreak on 5th September.
The Korean player should be aware of the sudden visibility increase at the end of turns 15 and 25 especially with regard to the placement of vulnerable units such as transported infantry or artillery.
Both players should keep the visibility changes in mind when plotting artillery and airstrikes.
Please note that starshells may be available during night turns.

Cheers, Chris




P.S. I still long for the day when day/dusk/night/dawn changes can be made automatically by the game!
(+ I know there can be a long debate about turns representing 6 minutes etc :))

Cheers, Chris
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Messages In This Thread
Korean War Yongsan Scenario - by Hobbes - 01-01-2012, 05:10 AM
RE: Korean War Yongsan Scenario - by Warhorse - 01-02-2012, 10:23 AM

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