Beta test British campaign

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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Erik2
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Beta test British campaign

Post by Erik2 » Sun Aug 23, 2020 12:45 pm

It is time to brew a cup and take command of the British again.
This is a hypothetical Sea Lion 1940-campaign where you are appointed commander of a new Special Forces unit, Force-10.
If you'd like to test it, please PM me and I'll send you a download link.
Please report any issues in this thread.

Have fun
Erik
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terminator
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Re: Beta test British campaign

Post by terminator » Sun Aug 23, 2020 3:12 pm

2 beta-tests at the same time, an official beta(Red Steel) and an unofficial beta(British campaign) :o

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Re: Beta test British campaign

Post by bru888 » Sun Aug 23, 2020 5:16 pm

I honestly don't know how he does it. Designing a Korean mod with sub-campaigns, editing his own campaigns, various multiplayer scenarios, the Red Steel beta, and now this. All in the time that it has taken me to do 4 scenarios in my own campaign. Good for the public, I suppose.
- Bru

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Re: Beta test British campaign

Post by Erik2 » Sun Aug 23, 2020 7:31 pm

A couple of things that provides time for OOB-stuff:
Home-office due to the corona.
8 weeks vacation in the very same home office.

Bruce, you know that your scenario work is a lot more detailed than mine. Each of your scenarios is like a well-written WW2-lecture.
BTW, I've put a new and much improved Vesuvius version in your dropbox-folder :wink:

Did anyone mention my participation in the 2 tournaments and about 10 multiplayer games?
I like to keep busy.

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Re: Beta test British campaign

Post by ColonelY » Thu Aug 27, 2020 9:05 pm

This campaign seems indeed very nice. :D

As British air is about to be added in each scenario, if I’m not mistaken, then I won’t talk about this point – except to briefly say that it’s a good idea! :wink:
*******
At the beginning of this campaign, I think you should tell a little more about this new Force-10… :idea: Either with a campaign event before loading the very first scenario, or within the (short) description of the first scenario.

The campaign description is “The establishment of the British Special Forces. Hypothetical Sea Lion campaign.” 8)

Okay, the campaign itself is hypothetical… but this British Force-10, is it (partly) historical or (purely) hypothetical? :?

For example, the name “Force-10”, like the 10th Force or something, can easily be a little surprising when it’s about the “establishment” of British Special Forces… Indeed, if it’s completely new, why this “high” number? :o

I made a little research about this and I’ve found an element of answer from information about US ( :!: ) Special Forces, something like: “The first unit of the Special Forces is the 10th SFG (Special Forces Group; the full name is Special Forces Group (Airborne) or SFG (A)), created on 19 June 1952 and placed under the command of Colonel Aaron Bank, a former member of the 1st Special Service Force. The number 10 was chosen to mislead the Soviets about the number of SFGs in existence.” (Part translated from the French webpage https://fr.wikipedia.org/wiki/Special_Forces )

:arrow: A first unit but with a “high” number for misleading purposes… interesting… Something similar with the British within this campaign? :| Hypothetical or not, it may perhaps be worth few more words of introduction? :D

I’m pretty sure it would enhance the immersion! :wink:
*******
Now a very little detail, but somehow annoying (due among other to its frequency!):

I think that you should choose once and for all between the names “Force 10” and “Force-10”… and then use the same form everywhere in the campaign! :wink:

In your first post, you’ve used the form “Force-10”, as well as campaign name “Force-10 1940”… but each time it does appear directly during a scenario, it’s written as “Force 10”… (01Awakes: 1x in name, 1x in brief; 02Moves: 2x in descry; 05Blocks: 1x in brief; 08Striking: 2x in descry, 2x in brief; 11Brakes: 1x in brief; 14Checkpoint: 1x in descry, 1x in brief; 16Trouble: 2x, 3x.)

And then we see in scenarios directly “Force 28” or even “Force H”… (so then "Force-28"? :?: )

:idea: Perhaps “Force-10” everywhere would be better? Or perhaps as campaign name, a “Force 10, 1940” would do the trick? :wink:
*******
01Awakes: 8)

A first little, nice and well-balanced scenario to start this campaign. :D

Without surprise, no major issue...

-> Scen description: what about adding/recalling there the year as well? :wink: (Maybe somewhere within this first sentence: “During the early morning hours of July 14th […]”

-> The briefing is a little short, isn’t it? :o
:idea: If not done before, or even as a short reminder, few words about our Force-10; maybe few well immersive words as well about the troops available there, as the Irish...

-> I think the brief shall contain the info (from either intel, radars, naval convoys, or something) that we don’t expect another wave of German to jump on this sector… :idea: It would give a little hint to the player: can he (or she) safely move the heavies from Dover? :wink: (And using them is of course an excellent help to clear completely the map!)

-> Maybe add a name at the sec obj location as well as a more complete one at the “Fort”. :wink:

-> The German bombers will have some issues with supply, won’t they? :? So, what about checking/unlocking the “Off-map Air Supply Source” for the Germans? :wink:

-> “Only” 1 primary objective and 1 sec obj to achieve? :o Maybe add some more? :idea: Like eliminate all enemy land units before scenario end, or shoot down at least one enemy bomber (once British air has been added, of course), or, even better, both! With maybe some RPs as reward for the first of these two potential sec obj and maybe a “moral boost” for the second (with all units or at least all core units back to full strength)…
(Clearing the land units is perfectly possible; I’ve done it at level 3 difficulty in the 10 given turns.)

-> I have thought about spawning at some point a (British) cruiser with AA-capability (maybe counter-balanced by another German bomber) but I’m not sure at all whether it would be worth or not… :?:

-> A little rain towards the middle or second third of the scenario? 8)

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Re: Beta test British campaign

Post by ColonelY » Fri Aug 28, 2020 8:49 am

02Moves: 8)

An interesting scenario but one that requires a bit of extra work, in my opinion.

Now, much too easy to win: on turn 10, despite the German naval bombardments, Dover has been completely retaken and all the German units of this pocket massacred... Just during the last turn, the last German units (western pocket) were all massacred as well - there were only 2 flags left to claim, but without any garrison. :shock:

In short, no more German ground or air units (one shot down by anti-aircraft units and the other in the airstrip of Dover)... At difficulty level 3 (the standard, the usual one for me). This should NOT be possible, for example for consistency with the next scenario...

Well, I've decided to be on an aggressive defense mod, that's obvious, but still... :?

Despite these results, only a Minor Victory achieved?! :shock:


-> The sec obj about bridges is neither enabled nor visible from start and there is no trigger changing this during the scenario... :shock: So no possibility at all right now to achieve this sec obj! But the (short) briefing does mention bridges, meaning we do expect something linked with these structures. :arrow: Probably a good idea to at least make this sec obj enabled and visible from start! (And the easiest way to fix it.)

-> Still about this sec obj, what about adding these few words: "Hold the bridges and keep them open at scenario end." :idea: To make it crystalclear and to give us the hint where to send our engineers "just in case"... :wink:

-> It's rather weird to see the barges moving around while closing in on Dover and its surroundings... :?
That's valid now by moving in and certainly later as well as later when we'll have some planes (including perhaps some recon plane)...
I was about to write suggesting to separate the AI of German ships, to make these barges stay put, stay ashore... then I realised these barges are now on AI team 1, the (land) Wehrmacht part! :shock: Under AI Setup, you'll find the automatic comment "Category of units [...] Various. Please fix!" Indeed. :wink:

-> At some point within this scenario, the two German pockets should be connected! :idea: This can be made by one or two wide "change hex ownership" tool(s)...
Connecting these would have been an obj of German commanders, thus it should be depicted for immersion as well... no need to bother about using a single unit moving from one motti to the other before switching its AI back to one of the two main land forces... I think it would be easier a simple "change hex ownership" at some point, including of course the Elm Wood's flag. :wink:

-> :idea: To prevent any (too) audacious British counter-attack, maybe add three German heavy infantry units as simple garrison in these locations: Poulton Farm for the western Pocket and in Dover and Docks for the eastern Pocket! 8)

-> It's a detail, but what about linking the two roads more or less 3 hexes SW of the southern bridge to defend & keep open? :wink:

-> I think we've a little too much infantry near our bunker (which hasn't taken any single shot in my playtest)... :wink:

-> On the other hand, :idea: one British artillery unit (even weak) somewhere would be welcome, for more variability...

-> :o It's a little strange now how our two "Motor Company" units are deployed... the first on a "river", making it slower to move for the next turn and facing dense forests that can't be crossed anyway... the second directly inside a dense forest, even if it can't enter it again if, let's say, the player move it back to replenish it once... So, well, what about deploying these two units somewhere else? :idea:
Last edited by ColonelY on Fri Aug 28, 2020 8:55 am, edited 3 times in total.

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Re: Beta test British campaign

Post by ColonelY » Fri Aug 28, 2020 8:51 am

:idea: What would you say to adding here and there several events in these first two scenarios, to reinforce the immersion and animate them, or liven them up, a little more? :wink:

Is this campaign hypothetical? Great, then there's nothing to limit the imagination! :D

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Re: Beta test British campaign

Post by ColonelY » Fri Aug 28, 2020 12:50 pm

03Panzers: 8)

-> When the first British reinforcement unit does spawn, what about adding an event :idea: mentioning this and that few other units will join soon as well?

-> To increase the immersion, as well as the challenge by adding an additional stake :idea: : why not adding another secondary objective, such as to avoid losing any heavy tank (Matilda or Cruiser), otherwise less heavy armored units can be gathered in the following scenarios? :D
This would for example have a direct impact on the next scenario (through a campaign variable, therefore). :wink:

-> The enemy air is a little weak in this scenario… :?
*******
Then about the 4th scenario of this campaign, now 05Blocks: 8)

-> There are 4 pri obj locations (red arrows), an obj to hold “at least” 3 of them… but only 3 red arrows… :? A red arrow pointing at the flag “To Canterbury” should be added. :wink:

-> This time we’ve an event when the first reinforcements show up; good, that’s better! :D
But it’s then written: “[…] |Note new order.”
But there are NO new order right now! :shock:
I assume it makes reference to the single sec obj of this scen “Destroy at least 3 German panzers”… but this one is enabled and visible from start.
So, either: Deleting this “Note new order” in the event, or enable this sec obj only when the event pops-up! Your choice.
(* Ok, see below!)

-> Maybe put few MG-foxholes on the British side? :wink:

-> Here, we do miss at least one AA-unit:wink: otherwise the German Stukas are free to do absolutely whatever they want, which is a little frustrating… :evil:

-> Perhaps make a British recon Daimler Dingo appear? :idea: To offer more variability in terms of roster…

Then...

-> There are 15 turns within this scenario… but I got a Minor Victory (with all goals achieved, "so far" at least) on the 9th turn. :shock: :evil: So, I’ve looked at the triggers… Err, I may be wrong, but it seems a little messy to me:x ( :wink: )
So, in order of apparition (sorry for the telegraphic style :lol: ):

1. Pri objs -> Ger… it’s not 1 obj but 2 actually! There are 4 in total (despite the 3 Red Arrows at the moment) and we must keep at least 3 of them… which means that the obj is failed only if the Germans have at least 2 obj! :wink:
So: “Ger 1 obj” (actual trigger name) -> Check VP Count -> “>1” :!:

2. Sec objs -> Panzers -> Check Objective State -> there you validate the primary obj as soon as the 3rd German panzer is destroyed. :shock: (That’s why I got a Minor Victory at the 9th turn out of 15! :evil: ) Obviously, this must be changed! :D

3. (*) About the “new order”… yes, in the triggers the sec obj to destroy at least 3 German panzers is enabled once our reinf do pop-up. So, that’s fine!
But then, to fix it, it’s under “Mission -> Objectives” that this sec obj should NOT :!: be enabled and visible at the start of the scenario by unchecking the first box.

4. Triggers -> UK -> t5 & t6 -> both times under “Change Income”, it’s now NOT active because the British flag has not been selected! :o To fix as well, please. :wink:

Erik2
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Re: Beta test British campaign

Post by Erik2 » Fri Aug 28, 2020 1:50 pm

Keep the comments coming, Colonel. I'm adding to my list.
General comment re briefings etc. These are nicked from the original scenariop and I don't plan to write much myself.
That's the reason we keep Bru around :wink:

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Re: Beta test British campaign

Post by Mascarenhas » Fri Aug 28, 2020 8:17 pm

Well, Erik, so huge is your contribution to this game, and so great is the quality of your work that I feel that we always expect a masterpiece from you, whenever you propose a new scenario or campaign. Unfortunately this one is not the case. I believe you're adopting a more open process of creation, allowing us to participate from the very first draft of the campaign, despite some imperfections and drawbacks present at the present state of production. I've played this one until the second Canterbury battle. Agreeing with the comments already posted here, I'd like to add that I feel the absence of specialization upgrades, I suggest a review of location/objective marks ( missing in some scenarios like 2nd Canterbury bridges), and also outcomes. In some cases I managed to wipe out every invading unit but got only a minor victory or a draw. Anyway, count on us for all the help we may provide.

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Re: Beta test British campaign

Post by ColonelY » Sat Aug 29, 2020 6:37 am

5th scen, the 08Striking: 8)

Ahh, a special operation as I do like them! :D

By the way, it's nice and not very common to find German "Zündapp Motorcycle" on the map... and that happens in many scenarios; it's a good addition, I think. :D


Well, it's a detail, but there are too many spaces/empty lines at the end of the first part of the briefing... :wink:

One can perhaps be surprised to find horse transports in dense forests, but it may be perfectly fine as well... There are relatively many AA-units nearby, but it's fine as our units aren't supposed to stay airborne for too long and as like this it's unlikely to drop on the main area itself without having taken few damages.

:idea: One suggestion: maybe replace one Cargo Truck (on the main road/line of them) by a SdKfz 7 unit... one in the western part of this group... Why? We've to destroy two of each, but we've a lot of Cargo Trucks and only 3 SdKfz7. And, above all, two of these three SdKfz7 are relatively near the first exit hex, so the more likely to be the first to evacuate the area.
It should be a little easier with a 4th SdKfz7 unit somewhere and as we've plenty of Cargo Trucks... :wink:
(By the way, I'm not 100% sure about it :roll: , but it seems that the AI will only use the eastern exit hex.)

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Re: Beta test British campaign

Post by Erik2 » Sat Aug 29, 2020 8:10 am

There are no special British specialisations available in 1940, only the general ones.
Not much I can do with that until we get an official British campaign or two.

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Re: Beta test British campaign

Post by ColonelY » Sat Aug 29, 2020 7:29 pm

(6th scen) 11Brakes: 8)

A good scenario, with nice action! :D

But there are few points worth mentionning: some very little details here and there, and some "tactical" elements. So, let's dive in, shall we? 8)

-> Scen descr:
1. "[...] extra time to to fortify [...]" :wink:
2. It mentions Nazis but there is no SS unit on this battlefield :arrow: so, maybe convert some regular Wehrmacht into SS units? :idea:

-> Map: 3 of the pri obj flags stand at hexes without name... So, what about adding a name to these hexes? :wink:

-> Names of German units... many begin with "i", many others with "I" :? whereas it should always have the same meaning... same form everywhere would look better! :wink:

-> Air component is missing on both sides... otherwise, our AA-guns are useless - well, except to "block" the way of Germans! :lol:

-> Orphan unit (German, of course!): "I Artillerie" (mobile armored in the top NE)... it has no AI... :?

-> Our most NW sector feels a little empty... What about adding there a MG-foxhole in the dense forest hex near the nearby pri obj? :idea:


How was my playtest? Very nice on overall; here are the general impressions:
1. My RP reserve went down (many units to replenish, some "costly") - a little sad; :|
2. All the South-eastern part of the map has been "cleaned" of all German units (or almost, at the very least), including the capture of the 200 Supply Output hex - that should'nt be allowed for the player, obviously; :wink:
3. Easy to achieve the sec obj, even with a little management to retreat units before blowing the 2nd bridge - but that's perfectly fine like this; :D
4. Finally, the player must "only" defend the 3 pri obj in the center and all is said (I didn't even bother about the 4th - you know, the one where I think a cool MG-foxhole would be welcomed)... but that's perfectly fine as well - tactical choice anyway!; :wink: :D
5. A decent attack/pressure from Germans in the western sector of the battlefield... :D
:arrow: So, in short, the Germans in the West are fine but the Germans in the East somehow too weak!

:arrow: Therefore, I suggest: :idea:
1. Our reinforcements of the 11th turn: right now not required... well, maybe in next version a little more useful with German armored artillery active and incoming air component (both sides)... Anyway, I think you can already safely remove 2 of these 4 last British tanks. And maybe even let these 2 appear only if allowed by the campaign variable that would be nice to be created (see comments about, I think, the 3rd scenario)...
2. Add German reinforcements (in the South-East only, of course, or at the very least "mainly") around turn 8 or/and 9: from 4 to 6 units having to move a little to the frontline... (with a corresponding income increase, of course)
3. Unlock their income increase together with reinf on turn 6 (by selecting the German flag there!)
4. I was about to ask for a slight increase of the British income, but it can be more meaningful: now each bridge blown up brings 1 spec pt to the player... Cool, but useless! :wink: At the end of this scenario, it means that the player would already have 20 spec pts (6scens x 3/scens + 2bridges), for the max 15 to use (3 spec unlockable right now). So, indeed useless! This reward may be changed into +50 RPs for the British, perhaps?

:!: Now, an (easy) issue to fix: Pri objs -> Ger 2 obj -> Check VP count -> ">1" instead of ">0", of course!
Otherwise the player has a Minor Defeat with 3/3 pri obj under control :shock: ( :wink: )


Et voilà !
:D

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Re: Beta test British campaign

Post by ColonelY » Sun Aug 30, 2020 7:59 am

:idea: Some thoughts about land units that could be added in 11Brakes: 8)

1. Perhaps a German AT-unit (not the strongest of all nor the weakest of all) as reinf near t8 in the NE-sector (where all the Matilda tanks of the player will come into action)... to increase a little the challenge...

2. Perhaps a SS armored recon car + commander -> as soon as this unit comes in sight, enable and make visible another sec obj to "capture" this guy (by destroying this unit), and maybe as reward a +100 RPs (like this, with a total of +200 British RPs, including the two bridges, the RP situation should be fine within this scen)... This unit can be deployed from start, but maybe more in the middle of the map than in the top NE... :wink:

3. Perhaps a British armored recon car for more variability... like a Daimler Dingo, perhaps deployed roughly near our 3 art pieces, or more southwards directly... where it would have space to move and eastwards or westwards depending on the player's fantasy of the moment

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Re: Beta test British campaign

Post by ColonelY » Sun Aug 30, 2020 6:51 pm

Now, about the 7th scen, namely 14Checkpoint: 8)

A nice scenario, where I see two "issues" right now:

1. The sec obj, "Do not lose any tanks" (or perhaps rather, by the way, "Do not lose any tank" - why a plural here?), is not considered now as achieved when not failed... :shock: Well, that may not be really clear. :lol: So, as triggers, under "Sec objs" -> "Tanks survive" -> an effect "Set Objective State" must be added to fix it! :wink:

2. There, a total of 6 LCPs should be removed! :wink:
We need 16 LCPs to deploy our 6 Commando units, but with start already with 18 (so 2 extra LCPs)... and later, on t2, we get 4 more as reinf... :? (And I don't even consider here - on purpose - the possibility of the "War Economy" spec and its 2 extra LCPs.)
So, :idea: I think that this scen should begin with 16 LCPs (instead of 18) and that you should either completely remove the 4 LCPs on t2 or, instead of this, perhaps replace these last LCPs by some aux unit (*). Otherwise, the player will probably purchase an unit that he (or she) won't be able to deploy during the next scenarios. :cry:
(Indeed, later with "Force 28", 4 SBS units will join our core forces - that's really cool, by the way! - for a total of 8 LCPs required... and the next scenarios start with 24 LCPs, i.e. our now "classical" 16 + these 8 for more Special Forces. :D )


(*) Which unit?
Well, to be honest, we don't need this one to achieve a Major Victory, but extra guns are always welcome. :wink:
So, a British regular or heavy inf on universal carrier, perhaps?

Then, although not really required either, perhaps add horse transport for the AT-gun (reinf t3) and universal carrier for our aux engineer?

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Re: Beta test British campaign

Post by ColonelY » Mon Aug 31, 2020 9:47 am

Next scen, namely 16Trouble: 8)

This scen has a really great potential, but does need additional work! :wink:

For example, now the counters are a little messed up :? , like the sec obj counter which actually counts the primary VPs owned, or like the pri obj counter showing first 0/2 and then 0/4 as soon as one unit is on the famous hexes... :shock:

Hey, it's really cool to see a SBS unit jumping out of the water (without moving first on water :wink: ), launching an attack and jumping back on the water, safe from any counter-attack! :lol: :D

But first things first:

-> About our SBS: (really cool idea, by the way :D )
1. The module "POW ownership" works well, but have you noticed that any of our units will make the SBS spawn? :? I thought it was the work of our SAS units... to that regard, maybe complete the "POW spawn" module in the same way than the "POW ownership" one (using "Unit Definition"). :wink:
2. Our SBS are supposed to be core units but aren't right now... to fix when they spawn, please. :wink:
3. Change Income by +10 RPs/turn for each one of these 4 units? :o That's nice but too much, meaning our income will increase from 40 up to 80!? :? We've never had so much within this campaign so far... :wink: I understand it as you'll allow the player to "freely" use some special attack, but if they move by water first they won't deal any damage anyway for several turns... Maybe reduce this "Change Income" at least to +5 RPs/turn for each of them. 8)

-> About the POW camp:
The main obstacle now is a minefield? To me it's a little strange, but, well, why not, finally?
But there is something I would like to change: the road going through the wall? :| Nah, there should be some sort of opening there. On this exact same hex, what about removing the wall and putting instead some bunker there (not concrete, but entrenched, why not)? :idea:
It woud look better, I think, and there is always the nasty surprise of the minefield like this... and the player is of course free to avoid this bunker anyway, so... :wink:

-> Together with German reinf at t7, you should add a small supply output for them otherwise they'll probably start directly outsupplied (if the player is already dealing near the minefield with units other than SAS, i.e. with units that can change hex ownership... But not too much either, it's actually better if these units are a little short on supplies. :wink:

-> There are many armored units on this battlefield but directly no AT-support available... :idea: so, what about adding one aux unit of fast moving 2 Pounder Portee and one aux unit of fast moving Oerlikon 20mm Portee (which can switch to AA-support... in prevision for some German air support incoming maybe once the first POW has been freed or something :wink: )

-> What were the orders (from briefing): in short, liberate POWs and then take Hythe Castle (German HQ!). (Later - but this can be out of the scenario - our Force-10 should regroup eastwards at Shornecliffe Woods for next ops.) Okay. 8) But then:
1. Taking the castle should be a real primary objective within this scenario. :idea: Better if enabled and made visible only once all POWs have been freed, together with a small event. Then few more turns may be required - perhaps 4 turns! And better to see on this very same hex a Concrete Bunker or something, for the German HQ Inside a Castle, instead of just a Motorcycle unit near few houses as decoration. :wink:
2. Is it really worth keeping the far eastern woods as sec obj as it is now?
For a real capture, it's a little far. For 1 spec pt as reward, well... Perhaps as rallying point for Force-10 units (para and SAS only, or perhaps even SBS), XYZ hexes around this point, for at least XYZ2 units... this could be coherent with the briefing, but may require another few turns more... :idea: The same thing could be considered about the closer "Golf Course", which would look better... but still, would it be worth it?
3. Well, we're left with a single of the three original sec obj flags... :? To keep it somehow relevant, add a "before turn XYZ"? :wink: But the +1 spec pt, seriously...
4. As we're maybe lacking a little of sec obj, another could be made visible as soon as the bunker on the road of the POW camp becomes visible as well, together with an event? :idea:

-> Perhaps put the German unit in the SW just two hexes eastwards, i.e. Inside the village. :idea: Being as "garrison" would look better and being closer to action would make them more likely to get involved! :wink:


And... I think that's more or less all for this version.
A scenario with a great potential, for sure, but an additional work is required. And adding more objectives will add more depth to these scenarios in general (instead of mainly 1 pri obj and 1 sec obj per scenario).


Cheer up, keep up the good work! :D

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Re: Beta test British campaign

Post by GabeKnight » Mon Aug 31, 2020 2:08 pm

ColonelY wrote:
Mon Aug 31, 2020 9:47 am
Hey, it's really cool to see a SBS unit jumping out of the water (without moving first on water :wink: ), launching an attack and jumping back on the water, safe from any counter-attack! :lol: :D
Yeah, it works with all amphibious units, I believe. I remember using that mechanic with LVT's in the Pacific DLC a lot, capturing a hex and back into the water... :lol:

ColonelY
Sergeant Major - Armoured Train
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Re: Beta test British campaign

Post by ColonelY » Mon Aug 31, 2020 7:57 pm

Back to 16Trouble: 8)

Well, I've done another test: :D
First, we don't receive now the 4 SBS units as core units, but we need them to test the remaining scenarios "the way they should be played" within next version and these SBS units can't now be purchased... :wink:
Second, I've suggested several modifications in term of units present on this battlefield...

:arrow: Therefore, I've modified this scenario in the Editor before playing it again. The (double) interest? Of course, to have the 4 SBS for the remaining of this campaign test. But as well to maybe come up with few other potentially useful info. 8)

List of modifications made: (to make it crystalclear, or at least to try doing so)
-> All SBS as core (of course!) & income +2 RPs/unit (instead of +10);
-> The 2 aux mobile ATs (filling the two "holes", to have two lines of 5 units already deployed);
-> The 2 German bunkers as suggested, with maximal entrenchement (and 1 Motorcycle removed at the location of the Castle);
-> The SW German infantry moved as suggested (including its commander!);
-> A +20 Supply Output nearby when the 3 tanks will spawn (in the SW);
-> 4 turns added (for a total now of 22 turns - but still in a single day, as before), as suggested...
And I think it was all for this test. Ah, yes, of course I've modified as well the validation of pri obj in order to avoid an early Major Victory :roll: as I wanted as well to test how many time would be required to take the Castle and then to bring several units in/near the eastern wood...

This last modification made me discover another small issue: :!: Right now, certainly due to some "clone" while building these triggers, about the POWs (so here pri obj), there are the exact same effect (the "Set Objective State" trigger) whether they are successfully freed or not! :shock: That should definitely be changed/fixed. :wink:

Oh, and by the way: :!: now the German reinf of trigger "t3" appears on the second turn instead of the third... :wink:


:arrow: Obs from this test:

1. Both pri obj should be enabled and made visible from start :idea: (I suggested to delay the apparition of the new pri obj "taking the castle", but with a single SAS unit Inside the POW camp, 4 turns are required and at that time the castle isn't very far away, so... - and it's easier: an event less to prepare!);

2. The German infantry "Nord" (spawning at t5 in the NW) is not doing much right now... actually, it's AI is now just "idle"... :o Well, something to modify, of course. :wink:

3. The bunker defending the "gate" on the road to the POW camp is relatively easy to destroy and it's now really probable that the player will destroy it before encountering the minefield by trying to avoid this difficulty... :arrow: So, I suggest now putting there a Concrete Bunker (with full entrenchement) instead of a simple regular bunker (even with full ent.). :idea:

4. On the 18th turn, the castle has been taken as well as the eastern woods, and I had at that time 4 units being either paratroopers or SAS (plus few SBS units as well) at a distance of max 2 hexes away from the flag of this wood... That's just perfect! :D
:arrow: So, to stay fully coherent with the briefing, it's indeed possible to gather most of our Force-10 inside or near these woods before the end of the scenario (with 22 turns, perhaps). :idea: This can be added as a secondary objective, or as a primary objective? In this case, Erik, what do you prefer? 8)
AND, to complete this, maybe add two or three German units to resist a little along the way towards these woods! (Still about 4 turns to use, or perhaps a little less depending on how it has been played, of course. :wink: )

5. Finally, perhaps change the German AA-units: instead of the 2 cm Flak 38, what about a 8,8 cm Flak 37? :idea: This one has the advantage to be used as well as AT-unit (without any mod)... and may perhaps challenge a little more our units (like our own armored AT vehicles).


And, at this point, I think it's all about this scenario. 'Hope it helps! :D

ColonelY
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Re: Beta test British campaign

Post by ColonelY » Tue Sep 01, 2020 6:12 pm

On the way to the penultimate scenario of the campaign: 19Ruin 8)

A nice and interesting scenario, which can be a little challenging. :D

And better send directly a basic "Home Guard" unit to guard the exit point in order to avoid any possible future nasty surprise, as a damaged German armored recon car or motorcycle can actually move pretty fast! :wink:


So, my core forces to finish this campaign: 2 paratroopers, 4 SAS and 4 SBS!
(I haven't unlocked the "War Economy" and it's +2 RPs although I've a plenty of spec pts available; here I didn't really care about 2 extra Daimler Dingo or 1 single Engineer unit without truck or universal carrier and I don't need either to give some motorized land transport mean to my paratroopers, so...)


First, few small points: 8)

-> Few RPs for the Canadians from start? :idea: (It's definitely not required at all, but it would probably feel a little bit more comfortable for the player.)

-> The "4 Princess Mary's Dragoons" is a cool name... but so many units wearing this name? :| No possibility to offer a little more variation here? :wink:

-> Again, spec pts as reward... :| nice but useless in this case...

-> In the triggers, the second German reinf at t6 is actually triggered at the start of the 4th turn... :? well, I know it's a very little detail... :lol:

-> :idea: I suggest adding a last wave of German reinf around turn 9 or 10 to make their assault stronger, to keep some pressure... otherwise, all German land units may actually found themselves being whiped out towards the end of the scenario. :wink:


Ah, we've some air battle in this scenario; great! :D

I've actually played it two times and been really, really surprised to find each time another German plane facing my two British planes... :o
Actually, the German have two planes, but they begin the scenario (playing first, I mean), see no British plane so far and directly exit one of them (somehow "randomly"). :!: This should not happen. Or, at least, this second plane should come back. Is this allowed for them? Does their exit hex allow redeployment? Definitely something worth checking. Otherwise we start at 2 versus 1, with directly the upper-hand and that's certainly not wanted. :wink:

ColonelY
Sergeant Major - Armoured Train
Sergeant Major - Armoured Train
Posts: 575
Joined: Tue Jan 07, 2020 8:46 am

Re: Beta test British campaign

Post by ColonelY » Wed Sep 02, 2020 12:46 pm

ColonelY wrote:
Tue Sep 01, 2020 6:12 pm
On the way to the penultimate scenario of the campaign: 19Ruin 8)

[...] Ah, we've some air battle in this scenario; great! :D

I've actually played it two times and been really, really surprised to find each time another German plane facing my two British planes... :o
Actually, the German have two planes, but they begin the scenario (playing first, I mean), see no British plane so far and directly exit one of them (somehow "randomly"). :!: This should not happen. Or, at least, this second plane should come back. Is this allowed for them? Does their exit hex allow redeployment? Definitely something worth checking. Otherwise we start at 2 versus 1, with directly the upper-hand and that's certainly not wanted. :wink:
:idea: Maybe another alternative could be to use the "reveal" trigger, so that the Germans notice, when the scenario start, that British planes are incoming... Like this, they should be less likely to start by leaving the map. Erik, what do you think about this option?

Or, perhaps simply increasing their Aggression level to 75 instead of the actual 50 would do the trick?

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