AK: Dash to the Wire
Moderators: Slitherine Core, The Lordz, Panzer Corps Design, Panzer Corps Moderators
Re: AK: Dash to the Wire
The only thing which I don't like about this map is the vague location of those hangars. I lost my recon early on and I had a really hard time finding those buildings.
Re: AK: Dash to the Wire
I've played this scenario 3 times now, and it was only on the third time while I was reviewing the battlefield that I finally saw the wire that the title refers to. I may be alone in this but I had wondered up to that time why it was called Dash to the Wire. Perhaps the wire could be made a little more prominent?
Re: AK: Dash to the Wire
AFAIR, the wire was added only in beta 3, so no surprise you did not see it before.LostAgain wrote:I've played this scenario 3 times now, and it was only on the third time while I was reviewing the battlefield that I finally saw the wire that the title refers to. I may be alone in this but I had wondered up to that time why it was called Dash to the Wire. Perhaps the wire could be made a little more prominent?

Re: AK: Dash to the Wire
At this point, Beta 4, this scenario in overall should have more clear messages, better timing of messages, wire terrain overlays and different icons for supply dumps. Rewarding extras use hangar icon for differentiation.
Re: AK: Dash to the Wire
I had all the victory hexes captured and the three supply dumps destroyed around 15 turn, but game lasted unitl the last turn ( the the DV was announced ). There was also no prestige bonus for the destruction of the dumps.
Note: I still played on beta3, so maybe it has been already corrected.
Note: I still played on beta3, so maybe it has been already corrected.
Mickey Mouse
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Re: AK: Dash to the Wire
This scenario is designed to be played to the last turn. Although player starts first it is actually some form of defensive scenario (Operation Crusader) and even if you had all objectives AI will in this way have a chance to try to capture it more than once. For example Tobruk garrison will try to breach later on as well as some other units will try to go to capture that hexes from other direction (if they are still alive). So it plays as intended in this respect.
Re: AK: Dash to the Wire
Dash to the Wire – Beta 4
Level: Field Marshal
Begin Prestige: 2,600. End: 2,600. Net: 0.
Result: DV at 18/18.
- Message – turn 2, “near THE frontier wire.”
- 2nd message is worded incorrectly, too. Maybe:
“Hurry troops to the assembly area, or the opportunity will pass!”
Otherwise, the scenario played well, looked good. The two prizes were nice. The timing of the messages seemed good. tough, fun scenario now.
Level: Field Marshal
Begin Prestige: 2,600. End: 2,600. Net: 0.
Result: DV at 18/18.
- Message – turn 2, “near THE frontier wire.”
- 2nd message is worded incorrectly, too. Maybe:
“Hurry troops to the assembly area, or the opportunity will pass!”
Otherwise, the scenario played well, looked good. The two prizes were nice. The timing of the messages seemed good. tough, fun scenario now.
Re: AK: Dash to the Wire
General
start 3894
last AT and 88 core units
end 1451
DV 18/18
start 3894
last AT and 88 core units
end 1451
DV 18/18
Re: AK: Dash to the Wire
Dash to the Wire, RC2
Level: Rommel
Begin prest: 825. End: 875. Net +50.
Units deployed: all + 2 SE
Result:
Oh yeah, forgot to mention before: Sandstorms. Nice touch!
Also forgot to mention:
Problems:
Level: Rommel
Begin prest: 825. End: 875. Net +50.
Units deployed: all + 2 SE
Result:
Oh yeah, forgot to mention before: Sandstorms. Nice touch!
Also forgot to mention:
Problems:
- 1. AI playbar – now that arty fires first, It makes the playbar go to the end. Then it resets and starts progressing again. Needs tweaking.
2. Message in turn five says to send four units. Prior message does not say how many. Maybe “our troops” is supposed to be “four troops?”
3. I also think that perhaps the artillery fire switch interferes with the allies’ autosave? If you have the “view combat/move” boxes off, then turn them on and reload the allies turn to see what happened, it reloads with much combat already done and never shows certain parts.
4. Also when this happened, I had a panzer unit that was awarded a hero, but I was not notified (happened in allied turn on reload). I found it later, and am sure I got no award screen. I would have noticed it; it was an a+3. Weirdly, the same unit (SE Pz. III) got another a+3 bonus the last turn of the scenario. Very weird to get two a+3 bonuses, and in the same scenario?
Re: AK: Dash to the Wire
I checked this, and it sure looks strange. When artillery fires at the start of the AI turn, the AI progress bar jumps to the end as each artillery unit fires, than back to the beginning when other units start acting.Kamerer wrote: AI playbar – now that arty fires first, It makes the playbar go to the end. Then it resets and starts progressing again. Needs tweaking.
Re: AK: Dash to the Wire
I didn't even got the message in last test. But know where the problem is. Something like four issues reported prior to release were not included because it was too late to make changes. This is one among them.Kamerer wrote:2. Message in turn five says to send four units. Prior message does not say how many. Maybe “our troops” is supposed to be “four troops?”