Tag Archives: Scenario Design
Box Press Released, And Command’s Role In Its Creation
Box Press, the second in my Smithtown Unit series of thrillers, is now out. That book, along with its predecessor, are meant as homages to the classic “Men’s Adventure” short novels of the past and are set in an alternate history where, among other things, the Soviet Union still exists in the 1990s. And Command […]
Falklandsesque Conflicts
I want to start by( slightly belatedly) mentioning Command’s “fifth birthday”. It’s amazing both how far it’s come and how good it was even back then. As I’ve mentioned before, what made me fall in love with Command was its ability to simulate the most obscure and unlikely conflicts. Simulating the American or Russian Air […]
Squadron sizes
Knowing fighter squadron sizes is useful for new scenario builders. Though not perfect in every single case, a good rule of thumb for a fighter squadron deployed at an air base in Command is 10-24 aircraft. The low-end is for an underequipped or battered unit, the high-end is for a USAF squadron at full paper […]
Finding A Place For an Unusual Scenario
Most of the time, picking the location for Command scenario is not very difficult for me. But not all. I was making a scenario where the player takes control of a group of coup plotters controlling a limited force. The scenario itself stalled out for a variety of reasons , but the story of its […]
Fake Nations
The creation of fictional nations for the sake of training exercises is not a new thing. For my Command exercise scenarios, I have gone one step further from simple “REDFOR” and made several fictional countries, with interesting results. Suffolkistan From: SEAL Submarine Exercise. Suffolkistan is a fictional designation for the real area of Suffolk County, […]
The Longest Battle Experiment
Sometimes, Command scen builders like to experiment. No stranger to pushing the limits, Gunner98 tried an extremely-long, Lua-filled epic called “Northern Fury 12.6-The Longest Battle“. It was trying out the game in a new way. Not in the sense of pushing the limits of conventional difficulty per se-this was not the wargaming equivalent of the […]