Band of Brothers "Gun Assault" is ready for play. The map can be downloaded at:
http://returntocastlewolfenstein.fil...others_1;12565
and the waypoints at:
http://filebase.bots-united.com/uplo...f_Brothers.zip
On D-Day, June 6th, 1944, Lt Dick Winters of Easy Company, 506th Regiment, 101st Airborne was given the task of eliminating four German 105mm artillery guns that were firing on Utah Beach. At the time, most of the company was still scattered from the parachute drop, and he had to make the attack with only a dozen men against fifty of the enemy. The author of the map has tried to accurately recreate the battle area, The guns are spaced along an L-shaped defensive position connected by trenches of varius depths. The area around the guns is a flat, open field surrounded by foliage-covered hedgerows.
Winters atttacked using machine gun teams firing from the left and right flanks while he led a group throwing grenades into the trenches. They used blocks of TNT and german grenades tossed down the barrels of the guns to blow the breeches. They destroyed all the guns, losing four killed and several wounded in the process, while killing fifteen Germans, capturing twelve, and causing the remainder to withdraw. He received the DSC for the action, four of his men were awarded Silver Stars and eight received Bronze Stars.
I had intended to simulate the attack as described in Stepehn Ambroses's book "Band of Brothers," but I quickly realized that it could not be accomplished exactly because of certain major differences between bots and humans. For instance, bots do not run away, do not surrender, do not take cover, and do not work as a team. They attack rentlessly, can see long distances though fog, mist, opaque water, light foliage, and shadows. They can jump about four times higher than a human player while accurately delivering fire at the enemy. The American spawn point is located quite a distance from the field of action, while the Germans have a great advantage by spawning on the field itself.
With too many players it becomes almost impossible for the Allies to win because they have to enter single-file through a narrow space in the hedgerow, giving the German defense a good opportunity to stop their attack. I've limited the team size to seven per side with no heavy weapons, and have adjusted the spawn times to favor the attackers. Even so, they will run into heavy opposition, especially when the Germans get concentrated around the last gun or two. Be prepared to get familiar with Limbo! Play-testing has shown that there will be times when ALL players from each team are enjoying a rest in limbo, leaving the field eerily quiet for a few moments before the next contingent of cannon fodder arrives.
NOTE 1: ALL of the guns MUST be destroyed before taking the documents. Taking the docs earlier will NOT win the game, and will upset the game flow as everyone runs off after the documents, leaving the engineers to destroy the last of the guns alone wihout cover. The waypointing will keep the bots from doing this, but as for human players . . .
NOTE 2: This map has a bug that affects dynamiting the guns. Dynamite placed too far from a gun will explode and apparently destroy the gun, but it will not register as destroyed by the map. The result is that the bots will repeatedly try to blow up the empty crater, with uncertain success. The game cannot end until each gun has been properly destroyed. If you are playing an Allied engineer, BE SURE to place your dynamite close to the gun, preferably in the area between the wheels. If you HEAR the fellow say "Dynamite planted" you're OK. If you just get the onscreen message with no sound, you'll have to do it over. In that case, put the dynamite as near to the center of the (now missing) gun as you can.
Enjoy!
the bindlestiff