Day 8 of KTO TS Campaign
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Hi Capt,
Each campaign has different objectives. When these are met the campaign is won. If not it is a stalemate and/or lost if it runs out. So depending on which campaign you are in, the objectives differs. For Tiger Spirit it’s P’yongjang and Wonsan as objectives, not counting atttrition. After 200 hours it runs out. Alternative win is:- If allies control both Wonsan and P’yongyang
- If allies control any of Onch’ang-ni, Hamju, Huicho’on, Kaech’on, or Taehung
- IF DPRK Ground Forces are less than 0.1 of Allied Ground Forces
To help win the war it is possible to take control of some (or all) ground forces and direct them to move into the cities for instance.
Does that answer your question?
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Thanks
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Tiger Spirit is a 5-day campaign. You must be playing Rolling Fire.
If that’s the case you need to control Pyongyang and Wonsan within 30 days. When I play this campaign (on Ace or Vet) it’s is usually over in about 5 days or a little less.
Concentrate on clearing the roads that lead to those two objectives so that your intrepid pixeltruppen can advance. Frag A-10s to fly interdictions along these avenues. Consider taking control of some ground units to get them rolling. I tend to take over control of the Marine units, they seem to respond well to player orders.
If you have any specific questions fire away. But the main point is to clear the objectives and the routes to them and things should start to percolate.
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Thanks.
I am not familiar with controlling ground units. Could you give me some pointers on how to do that?
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Check this post from my campaign guide “Managing the Ground War”
http://simhq.com/forum/ubbthreads.php/topics/4335019/re-falcon-4-campaigns#Post4335019
Essentially you uncheck Set by HQ, double click the unit, drag the white circle to the intended destination and that’s it. Trouble is, they don’t always follow orders so ya kinda have to babysit them. Like herding cats sometimes.
Because Rolling Fire is 30 days, manual control of ground units is not essential, they will get there eventually. But it sure helps to speed things up. In most of the 5-day campaigns (Tiger Spirit, Iron Fortress) you will probably never take the objectives in time without getting involved in managing the ground war and taking control of these units.
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Check this post from my campaign guide “Managing the Ground War”
http://simhq.com/forum/ubbthreads.php/topics/4335019/re-falcon-4-campaigns#Post4335019
Essentially you uncheck Set by HQ, double click the unit, drag the white circle to the intended destination and that’s it. Trouble is, they don’t always follow orders so ya kinda have to babysit them. Like herding cats sometimes.
Because Rolling Fire is 30 days, manual control of ground units is not essential, they will get there eventually. But it sure helps to speed things up. In most of the 5-day campaigns (Tiger Spirit, Iron Fortress) you will probably never take the objectives in time without getting involved in managing the ground war and taking control of these units.
Thanks!
I’ve read that article before. It’s a great article and I will certainly re-read it for the info on the ground troops.
So, I’ve got 22 more days to go before the campaign is over! Yikes!
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Well, technically you have 22 days for it to be over. I suspect it will end before that point
A-10s are the key to these KTO campaigns in my opinion. Get 'em going.
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For reference the BMS-Manual (in your \Falcon BMS 4.33 U1\Docs\Falcon BMS Manuals folder) page 210 has the List of all three standard BMS Campaigns and their Objectives.
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I also listed the objectives in the link provided earlier in case one might not have a manual handy.
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Thanks for the link to the manual and for all the good info. I think I am going to start fragging some of the other air assets that I have, as the only flights I have fragged are F16 missions that I fly myself.
BTW, when “Planning” is shown the mission list, I assume that it means the campaign engine hasn’t planned any missions based on the mission criteria I have set?
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Yes, it’s in limbo. But it’s also rare, in my experience to see that.
One thing that could get the ATO going again is to frag a JSTARS (assuming they are in your campaign and not flying currently). You can usually put them up for around 16 hours and if close enough to the FLOT, should reveal targets that the ATO will attempt to attack.
I certainly recommend fragging missions to help your war effort. As mentioned, A-10s are vital. Try doing just what I showed in that guide, frag a couple of two-ship A-10 interdictions along a route that is crawling with Reds (a JSTARS helps identify the most critical spots). Give them a nice mix of ordnance so they don’t drop it all at once
Assuming sufficient stocks, I like to give them Mav-Ds, CBU-87 and CBU-97 plus maybe a few slicks, or whatever. I find this loadout especially effective for the AI pilots to use. I use this loadout so much I have to cut back after bit as I am running low in the A-10 squadron before too long.