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M1 Tank Platoon II Interview: Part II
by Neil Mouneimne

M1TP2 MAP

Csim: Campaign design issues are increasingly becoming more important to players. How will the campaign engine work? Specifically, how will it avoid missions becoming too predictable?

MP: Our campaign battles are generated based on several factors and events. The basic mission templates are based on the current US Army Air Land Battle Doctrine and Russian battle doctrine. The specific objective and force compositions are based on the terrain, situation and force availability. The type of player supporting units are determined by the type of unit the player is using. In addition, past casualties and success helps determine support. Unlike most campaign systems, the two sides in each battle determine their missions independently. Just because you are ordered to attack an objective does not mean that the OPFOR are defending it, they may be launching an attack of their own. There is no set number of battles in a campaign. Player?s success, casualties and reorganization time all help determine the length of the campaign.

Csim: M1TP2 gives the player control over air assets and artillery also. How does this work?

MP: Players can call in artillery and air strikes using the IVIS to designate targets.

Soldiers

Csim: How will the events of one mission effect the next?

MP: Prior mission results affect the time it takes the players platoon to reorganize, repair damage and get replacements, as well as the type of mission orders they will be given. If the player is out of action for an extended period, their platoon may be used as a fire brigade or moved to another area of the campaign. Prior missions also determines the mission and force availability of the enemy.

Csim: At what levels of command will the player participate?

MP: The player is a platoon commander, and may have one or more additional platoons attached for specific missions. Hence the name: M1 Tank Platoon. The player does not determine higher level operations, they are the guys at the sharp end.

Csim: What kind of logistical aspects will be simulated?

MP: Most logistics are beyond the scope of this game level. Vehicles are fueled and armed between battles, but the player does not have to do this. There may be logistics units present in many battles, but the player does not have to deal with the higher level logistics requirements of his force.

Csim: How will weather impact tactical decisions?

MP: Weather mostly affects visibility and support availability, with some mobility issues.

Csim: Will the game support "magic bullets" like special-purpose tank and artillery rounds, and if so, how much impact will they have on the game? (Er, no pun intended!)

MP: M1TP2 includes the new STAFF smart round for the 120mm gun. However, the player only carries a limited number of these rounds. Artillery special rounds such as Copperhead and Assault Breaker are not included, as they unbalance the game very quickly.

M1 GUI

Csim: Can you give us some idea of what will make the artificial intelligence of the enemy units?

MP: OPFOR AI is determined by their mission orders, their organization, unit type and skill. Their AI is based on Russian combat doctrine.

Csim: Most tank simulations tend to struggle on simulating AI crewmen. For example, the gunner is either a lousy shot compared to you, or is so much better that you're better off staying away from the gunnery controls if you want to survive. How will M1TP2 address balancing the skill levels of the AI crewmen in your tank? Will crewmen learn over time?

MP: The crew will learn over time, but the computer crewmen are not stupid. As the crew gets better, their reaction time increases. Even poorer crewmen will be capable of hitting targets etc., but the player has an advantage in selecting targets, reaction time and so on.

Csim: In what ways will units not directly under your control take initiative? Do you have any options to set whether they will be more or less aggressive?

MP: You can give attached units full orders at each waypoint, including reaction, aggressiveness, speed, formation and so on.

Csim: Finally, are there any expansions currently under consideration?


MP: While it has been discussed, nothing has been decided. We have to consider time constraints, team make up and so on. FM 17-15 armor interview.

M113 with Soldiers

Tactics Training: NTC Fort Irwin

The mission was "move to contact." I set two waypoints and then proceeded along a tree line in a line formation. The terrain was gradually inclining ahead of me and I could just see the roofs of some buildings cresting the rise ahead of me. As we neared the end of the trees I ordered the platoon to an echelon left formation and we proceeded toward the village.

I switched to the gunners eyepiece as we stopped to take a look around. Immediately a dozen troops deployed from the M113s and assumed protective positions around us. Some of them were armed with rocket launchers.

GUNNER'S VIEW

I went to 10x zoom to scan the horizon ahead. Over the gentle rise I could see the roofs of a dozen buildings or more, the makings of a small village. I ordered the infantry back to the M113s, and they carefully re-embarked, covering one another as they entered the vehicles.

Moving to the next tree line, the platoon returned to a column formation and continued to advance. As we came parallel the village I saw that there were about twenty houses and barns stretched out along the road. The platoon came to a halt again while I checked out the area more closely. Troops deployed, some hitting the dirt and some running to hide behind the nearest building. A moment later I heard the crack of small arms fire, and then the thump of a larger gun! One of my units took a hit, and then another and burst into flame! Hmm, this isn't the kind of training I expected!

For more on armor see our Armor Interview or go to the FM 17-15 Manual

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