Normandy UK Campaign beta-test

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ColonelY
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Re: Normandy UK Campaign beta-test

Post by ColonelY » Sun Jan 12, 2020 4:16 pm

Yope, test made, theory validated! 8)

I've loaded a save of my last Juno-landing, just before giving the first blows to the SS recon unit (I use the option to save after each turn automatically), and used for once the #orbitalcommand :roll: to SEE what really happens near Caen:

First shots against the german SS recon unit. Then, as soon as it is the german turn, the first of the SdKfz 222 near Caen moves towards the exit... few turns later, they have both disappeared by this exit point... -> So, shooting at the SS recon unit do indeed wake up the two others recons :wink: (in JUNO scenario); this should be corrected.

bru888
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Re: Normandy UK Campaign beta-test

Post by bru888 » Sun Jan 12, 2020 7:06 pm

Gottverdammt! You are right, ColonelY. When I designed this "Capture divisional staff" module, I overlooked this spawn:

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Although, all due humility aside for a moment, it could have been inserted after I worked on this scenario. Regardless, I take ownership of this and I will come up with a solution that works in conjunction with Erik's order of battle design.

Erik, please disregard the version of 04Juno that I uploaded yesterday; it's about to change again.
- Bru

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Re: Normandy UK Campaign beta-test

Post by Erik2 » Sun Jan 12, 2020 7:12 pm

Bru

I just updated Gold/Juno/Sword in the drop-box (campaign folder).
Please make sure that you make any humble changes to this latest version(s).

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Re: Normandy UK Campaign beta-test

Post by bru888 » Sun Jan 12, 2020 7:39 pm

Okay. First change: We're back to cargo trucks. No more SdKfz 222. This reverts to agreeing with the mission description: "Intel says the staffs of the 21st Panzer and 716 Infantry Divisions are located in the environs of Caen. They are using a couple of cargo trucks for evacuation if necessary."

This trigger has been changed to look directly at the cargo truck units themselves rather than counting a class or type (such as SdKfz 222):

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Since the mission says "Get 1 specialisation point for each unit eliminated," that means each cargo truck must be treated individually. So, these two triggers will stay but they have been reassigned to look at each cargo truck instead of a SdKfz 222 unit:

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Ironically, after all that has gone on before (please disregard that), this trigger needs to stay set for "Unit Type = Cargo Truck":

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Now this . . . THIS . . . is the bugaboo. It has been from the start. Why? Because the verdammt "Unit Damage Done" condition cannot be set for anything more specific than unit CLASS. Not type and not by specific unit. This is why I tried to use "Recon" and SdKfz 222 units:

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Continued in next post . . .
- Bru

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Re: Normandy UK Campaign beta-test

Post by Dwightd » Sun Jan 12, 2020 8:31 pm

I have to echo Bobster’s comments on JUNO D+1. I played at level 3 and got defeated handily :shock: I scattered my forces around to work on shoring up the defenses, I spent most of the early turns just moving my forces to the Villons-les-Anisy and Buron area to stop the rout. By the time I reinforced the area, I could never get much of an advantage :( although the battle was fun. The troops on the other side of the map did capture some VP’s.

The comment on air support is spot on. They spent most of the time running back and forth.

I also went through all of my roughly 1200 RP by the end and had a depleted core and no reserves. Like Bob, I feel winning this one without knowing some things ahead of time is a tall order.

I plan to try again with a different set up this time. I think more CP, RP, and turns would help the playability as Bob has noted.

I have enjoyed the campaign win or lose :) You guys have done a great job. Now back to my Epsom duo dogfight :!: report to follow

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Re: Normandy UK Campaign beta-test

Post by bru888 » Sun Jan 12, 2020 8:35 pm

bru888 wrote:
Sun Jan 12, 2020 7:39 pm
Now this . . . THIS . . . is the bugaboo. It has been from the start. Why? Because the verdammt "Unit Damage Done" condition cannot be set for anything more specific than unit CLASS. Not type and not by specific unit. This is why I tried to use "Recon" and SdKfz 222 units . . .

Continued in next post . . .
So now I make an executive decision. That trigger has been changed to a set of "Flee upon being sighted" triggers for each cargo truck:

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Note that each "flee" order has been delayed by one turn. This is done in fairness to the player who previously would get a chance to damage a cargo truck before it started moving for the exit. In this arrangement - think of it as HQ personnel needing to hurriedly load vehicles rather than leaving instantaneously - the player has a similar tempo to get at them and destroy them.

Note also that each cargo truck is activated independently rather than both fleeing at once. This is more realistic and another benefit to the player.

The mission remains the same, though: Both HQ cargo trucks must be destroyed to complete the objective. If one escapes, then the objective fails. However, the player can still earn a specialisation point for killing the other.

As far as the trigger that spawns the SdKfz 232 8Rad recon unit, I left that alone. However, I did alter the task of its AI Team 10 "Staff" to be static defense rather than idle. I figure it ought to be able to defend itself rather than just sit around. In addition, you will see the new AI Team 16 "Exit the Map" which facilitates the cargo trucks escaping:

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I think this will all work; I tested it briefly and got expected results. Erik, please substitute today's 04Juno scenario that I have uploaded to the "Back to Erik" folder. My apologies to all for this error but I think it's an interesting mission that has been worth the extra effort.
- Bru

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Re: Normandy UK Campaign beta-test

Post by bru888 » Sun Jan 12, 2020 9:06 pm

Erik2 wrote:
Sun Jan 12, 2020 7:12 pm
Bru

I just updated Gold/Juno/Sword in the drop-box (campaign folder).
Please make sure that you make any humble changes to this latest version(s).
Of course, I only saw this after I finished. I used version 1.5 which I don't know if it contains your changes. You be the judge, and feel free: If your changes are quicker to replicate than mine, please do so. If you want me to replicate mine instead, please post so here and put the version of 04Juno that you want me to work on in the "Ready for Bru" folder. It's empty at present.
- Bru

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Re: Normandy UK Campaign beta-test

Post by Erik2 » Mon Jan 13, 2020 9:19 am

Juno is in your folder.
I'm currently editing all scenarios that got player reports.
Also, checking all scenarios for additional air entries/exits and additional air units.

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Re: Normandy UK Campaign beta-test

Post by ColonelY » Mon Jan 13, 2020 9:55 am

-> Great, this next version of the Juno landing for the two cargo trucks as well as the SS recon does look really awesome from a RP point of view! :D


JUNO D-2: 8)

This is really a very challenging scenario, maybe too much actually.
Indeed, we do need more resources for this one, but I think one could receive them in a somehow immersive and epic way. :wink:
Here are my main suggestions:

1. To give us more air power, create a new event: :)
Maybe for the third turn, an event like: “The Free France bombers are back!” with a nice picture and possibly a description like this: “After refueling in Great Britain and crossing again the Channel Strait, the Frenches are back to help us reclaiming their own country! Make sure to use this support as effectively as possible.”
This plane has another advantage -> it can fly more turns than the others before having to refuel, which means a little less back and forth movements with this one… and this too may please many players. :wink:
To be coherent, take the same plane than in JUNO D-1, namely the “137 Bomber Wing”, a B25G Mitchell…

2. Allow us to use some of the British forces of the first day:
I think mainly at the British heavy tank (the “2 Royal Marine Spt” if I’m not mistaken), which can weigh heavily in the balance.
Remember, it’s written in the description of this scenario (before launching it) that “British and Canadian corps commanders” wish to advance together towards Caen. So, call the British back!
Furthermore, this would then open a door or two (or even three) for something more epic… :D

3. Then one could involve some paratroopers: 8)
Indeed, there was those days the British 6th Airborne Division including a Canadian Battalion (the 1st Canadian Parachute Battalion)…
The British 6th Airborne Division led the British attack. At 16 minutes past midnight on D-Day 181 men landed on target at the bridge over Caen canal and took the Germans entirely by surprise. They took the canal bridge and the neighbouring Horsa Bridge within just ten minutes of landing.” (from https://www.gov.uk/government/news/tact ... ay-victory )
It is question of Caen, so it should be within this scenario…
So, what about adding as non-core units 3 airborne paratroopers (2 British and 1 Canadian) with the proper names, and maybe 2 stars as well as 3 turns free supply? And then saying of course few words about them in the briefing. :wink:

4. And create another event with few British troops spawning from roughly the middle-East: :)
The description of the Sword landing (before launching it) speaks about the British 3rd Division on the eastern flank… about airborne troops, about joining the Canadians and about clearing Caen… so, what about few units of this British 3rd Division spawning at a meaningful time to help a little? :wink:
I think to few motorized units, of course non-core ones in this case, like the followings: a tank (maybe the 13-18 Hussars which can moves fast), the heavies (the 2 Middlesex MG) and a Field Art (the 7, 33 or 76)… and maybe even the 20 AT (which won’t weigh much in the balance anyway).
From a RP point of view, I think it’s fine as not all British units can be deployed in the scenario after the Sword landing, so it is well possible that few units of this Division are busy elsewhere

5. Finally, one could even keep few of the commandos used during the landing as free auxiliary units (with 2 or 3 stars each):
They are shock troops, the day before some of them could already have reached Caen or its surroundings and if they’d been asked what they would like to do knowing that SS were in front of them
Of course, not all of them must be available, so what about these two units, the “41 Royal Marine Commando” and the “48 Royal Marine Commando” (I do like these names with “Royal” :wink: )?

I know this implies few changes within this scenario but as the Juno-branch in the campaign tree is shorter anyway (I mean that it contains less scenarios), well, why not?
I think it will be much better than just adding some LCP and RP as well.
And then, of course, we could look further to check whether one still really need more LCP or RP… 8)
And if it becomes too easy, one could still add few german units as well... Oh, and by the way: what about directly adding a german recon plane? :wink:

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Re: Normandy UK Campaign beta-test

Post by Erik2 » Mon Jan 13, 2020 11:50 am

In general I'll stick with the historical units in the scenarios.
That said, Juno D2 will double the Can LCPs and resource income, more air units and add a few Brit units as well.
All of them historical that I unfortunately missed in the original version.
There will be a new campaign version in a couple of days.

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Re: Normandy UK Campaign beta-test

Post by ColonelY » Mon Jan 13, 2020 12:43 pm

Yes, it's better to stay as close as possible to the historical units. :)

So, do you plan adding some paratroopers? :wink: It could be for example the historical British 6th Airborne Division including a Canadian Battalion (the 1st Canadian Parachute Battalion)... This Division has been used near Caen. 8)

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Re: Normandy UK Campaign beta-test

Post by Erik2 » Mon Jan 13, 2020 1:35 pm

Bru

I've finished updating the scenarios. Give me holler when you've done Juno and then I'll publish a new campaign version.

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Re: Normandy UK Campaign beta-test

Post by ColonelY » Mon Jan 13, 2020 1:59 pm

Maybe wait just a little before publishing a new campaign version: :) I am checking at all the French locations (with accents and so one) and, even quickly made, it does take some time... so it will be done once and for all (at least I hope so :roll: )! :wink:

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Re: Normandy UK Campaign beta-test

Post by ColonelY » Mon Jan 13, 2020 2:35 pm

8) So here are the next scenarios... Good luck!
I've checked the names of the locations and given a quick look at the units names; I will become allergic to French accents soon enough! :lol:

(The ctrl+F may be a lifesavior, or almost. :wink: )

VILLIERS-LE-SEC:
Description of the scenario (before launching it):
1. “Division commander Generalleutnant Dietrich Kraiss General Kraiss is concerned that if […]” -> a little redundant…
2. “Villier le Sec” -> “Villier-le-Sec” & “Crèpon” -> “Crépon” (this very last one appears as well within the first part of the briefing AND on the map itself)

MISERY AT LE MESNIL-PATRY:
La Château -> Le Château (briefing & map)
La Vallèe -> La Vallée

CRISTOT:
The text_english file contains a “spawn_name_4 =” with nothing more… a possible issue in game? :?

CAUMONT:
Three times an unit called “5/130 Pz Aufkl”, two times the “Nach/130 Pz”, two times the “Flak/130 Pz”… a possible issue?
On the map:
Caumont-l’Eventè -> Caumont-l’Eventé; Le Maison Blanche -> La Maison Blanche; Lotèrot -> Lotérot; Les Près -> Les Prés;
La Prèvostière -> La Prévotière or La Prévostière; La Vallèe -> La Vallée (which appears three times); Amayè-sur-Seulles -> Amayé-sur-Seulles;
St.Germain-d'Èctot -> St.Germain-d'Ectot or probably St.Germain-d'Éctot; Bèrolles -> Bérolles; Bièville -> Biéville; St.Louet-sur Seulles -> St.Louet-sur-Seulles;
Claire Fontaine -> Clairefontaine; Les Prèaux -> Les Préaux

MARTLET :
Le Haut De Grainville -> Le Haut de Grainville (end of briefing & map)
"1/8/II/26 SS pz Gren" -> "1/8/II/26 SS Pz Gren"
Les Prèaux -> Les Préaux (on map)

EPSOM 1 :
L'Ègalitè -> L'Égalité (briefing & map)
“I/35 Flak” appears four times, “1/12 SS Flak” two times, “5/12 SS Pz Aufkl” two times, “I/53 Flak” four times, “II/83 Werfer” two times...
La Vallèe -> La Vallée (map, appears two times); Le Pavillion -> Le Pavillon; La Bas d'Audrieu -> Le Bas d'Audrieu
Spawned units: “No. 1426 Flight RAF” appears two times; “1/5/II192 Pz Gren” -> “1/5/II/192 Pz Gren”

EPSOM 4:
“1//I/20 SS Pz Gren” -> “1/I/20 SS Pz Gren”; “I/9 SS Pz Art” appears two times as well as “III/9 SS Pz Art”; there is once “5/9SS Aufkl” and once “5/9/SS Aufkl”… “/” & two times; “5/12 SS Aufkl” three times; “4/1 SS Aufkl” two times; “3/12 SS Flak” two times; “4/101 SS Pz” three times; “1/10 SS Aufkl” two times!
One must use an « accent aigu » in the names of Bucèels (on map), Condè-sur-Seulles, Les Prèaux, La Vallèe (which appears two times), Le Petit Prè, Prèaux-Bocage, L'Ègalitè (with two “é”), Amayè-sur-Orne, Mutrècy and St.Andrè-sur-Orne.
Le Grande Ferme -> La Grande Ferme

CARPIQUET:
“Rec/Fort Garry Horse” appears two times, “2/1/I/26 SS Pz Gren” two times, “3/4/i/26 SS Pz Gren” -> “3/4/I/26 SS Pz Gren”, “I/83 Werfer” four times.
“Avec accent aigu”: (on map) La Vallèe & Aèrodrome.

I'm checking the last scenarios as well. :| 'Just need a little more time. :wink:

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Re: Normandy UK Campaign beta-test

Post by Erik2 » Mon Jan 13, 2020 3:22 pm

Colonel

I'll wait until all the French Fries are done. Thanks for taking the time doing this.

There are several instances of German units with the same name. I believe these are split units. The Germans were extemporasing (sp?) a lot during this period.

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Re: Normandy UK Campaign beta-test

Post by ColonelY » Mon Jan 13, 2020 4:52 pm

Oh, it’s well possible that it’s perfectly correct as it is. I have found them, so I’ve reported them… I let you judge this :) and if it’s already correct, then of course no change is needed. But I’m pretty sure there are few small mistakes within some names of the units too :wink: – by looking carefully at what I’ve written, one will find them again – though it may be a little bit “indigest” like this! (That’s why I’ve said “Good luck!” sooner. :lol: )

Anyway, let’s carry on! :)

GOODWOOD:
“A/ Regina Rifle Regt” -> “A/Regina Rifle Regt”; “C/Royal Hamilton Light” appears two times; all five “Queens Own Rifles” as “Queen’s Own Rifles”; “1/12 SS Flak” two times; the “4/12 SS Flak” two times (as well as the ones with a 2 or a 3 instead of the 4!); “III/14 Werfer” two times; “7/II/52 Falk” two times; “13/857 Gren” two times (probably one time a “14/857 Gren” for there is already the 15 as well…); “I/54 Werfer” two times; “13/32 LW” two times; “6/II/52 Flak” two times; “3/305 Flak” two times…
Accents: Château de Bènèauville -> Château de Bénéauville (as unit & on map)
And on map (with “aigu”): St.Andrè-sur-Orne, Lèbisey, Pèriers-sur-le-Dan, Aèrodrome, Bièville, Hèrouville, Château de Bènouville, Bènouville, Le Mesnil Frèmentel, Dèmouville, Frènouville, Hèrouvillette, Le Prè Baron, Emièville (even double “é”), Brèville, Le Bas de Brèville, Bèneauville, Le Prieurè
And: La Grâce De Dieu -> La Grâce de Dieu, Station de Autobus -> Station d’Autobus, Le Prieure (which appears a second time as Le Prieurè) -> Le Prieuré, and finally Le Plain -> La Plaine (?)

VERRIERES:
St.Andrè-sur-Orne & Aèrodrome with accent aigu as usual…

BOIS:
Le Fouquerie -> La Fouquerie; La Ferrière au Doyen -> La Ferrière-au-Doyen (map AND briefing); Le Cabosse -> La Cabosse

BENY:
Scenario name: “Le Bèny-Bocage” -> “Le Bény-Bocage” (same many times in the description; ok in briefing; to correct as well on map)
Description: “Cathèolles” -> “Cathéolles” (as well once in the briefing)
Map: “La Guèrinière” -> “La Guérinière”, “Foucardière” -> “Foucaudière”, “Pèvillon” -> “(Le) Pavillon”, then accent aigu for “Dèzert”, “Bois Pèpin”, “Cathèolles de Bas” and of course “Cathèolles”.

BISTIERE:
Briefing (& map): La Forgè -> La Forge
Map (change the accents): La Lèverie & Le Pont Fèron.

BONFAIT:
Ok. :)

TOTALIZE:
Take care: "St Lo" is more "Saint-Lô", so better write either "St.Lô" or "St-Lô".
Briefing: Renèmesnil -> Renémesnil (as in map)
Objective: Aèrodrome -> either the French version Aérodrome or the English one Aerodrome
“I/25 SS Pz Gren” appears two times
Le Gable Blanc -> Le Gable-Blanc, La Planche â la Housse -> La Planche à la Housse, Estrèes-la-Campaigne -> Estrées-la-Campagne,
Accents aigus for: St.Andrè-sur-Orne, Aèrodrome, Bourguèbus, Le Mesnil Frèmentel, Le Prieurè, Frènouville, Le Grand Fossè, Emièville (even two accents aigus here)

GAUMESNIL:
Description: “Saint Aignan de Cramesnil” -> better “Saint-Aignan-de-Cramesnil” or actually “St.Aignan-de-Cramesnil” (as this last one is being used in the briefing and on map).
“4/1//I/25 Pz Gren” -> “4/1/I/25 Pz Gren”
Then “Aèrodrome” on map…

WORTHINGTON:
Description: “It is dubbed 'Worthington Force" after […]” -> a minor issue with the “-symbols… :wink:
Briefing: “Estrèes-la-Campagne”, with accent aigu please… (and on map too!)
“Flak/12 SS Pz” two times and “I/84 Werfer” three times…
Map: Le Bout de Haut -> Le Bout du Haut

FALAISE:
Description: Saint Lambert sur Dives -> Saint-Lambert-sur-Dives
“3/1//8 Rifle” -> “3/1/8 Rifle”
“Marche Spahis Marocains” -> “Régiment de Marche de Spahis Marocains” or just “Régiment de Spahis Marocains”… I think the number simply followed by “Spahis Marocains” would be fine. But it’s a detail anyway. (appears many times)
“Blindè Fusiliers Marins” -> “Blindé Fusiliers Marins” (appears many times)
“2/I/ 5 FJ” -> “2/I/5 FJ”
“i/3 FJ Art”… is the “i” instead of “I” on purpose? Otherwise, it will appear two times…
“14/I728 Gren” -> “14/I/728 Gren”
“4/MG/9 Rifle” three times, “3/1 Arm” two times,
“A345/Field” -> “A/345 Field” (according to the next one)
“1/A/4 Med Art” where there are “Mot Art”… “Med”?! Like “medical”?
Map:
Bonmènil -> Beaumesnil (?), Le Mènil Girard -> Le Mesnil-Girard, St.Eegènie -> St.Eugénie, La Frènèe -> La Frênée, Le Gondonnière -> La Gondonnière.
Accents aigus: Le Bourg-St.Lèonard, Ommèel, Ferme de St.Lèger and La Grande Vallèe.
Spawned units :
1/2i/3 Pz -> 1/2/i/3 Pz (again, with small “i”?)
1/i/74 Art -> 1/I/74 Art as well as 4/Ii/74 Art -> 4/II/74 Art
Same considerations for: 1/i/1 SS Art and 4/Ii/1 SS Art…
Then there come six different kinds of “1/1/i/26 SS Pz Gren” with again small “i”…
And finally “103/6 AT” three times.

And… THAT’S ALL (in principle :lol: )!

PHEW!

It’s time for me to take a break, isn’t it? 8)

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Re: Normandy UK Campaign beta-test

Post by bru888 » Mon Jan 13, 2020 6:33 pm

ColonelY wrote:
Mon Jan 13, 2020 4:52 pm
It’s time for me to take a break, isn’t it? 8)
Absolutely not. You are on a roll, sir. Kindly proceed . . . with actual gameplay! Although, we ask much, I suppose, given the feedback that you have provided so far. Thank you very much for your participation.
- Bru

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Re: Normandy UK Campaign beta-test

Post by ColonelY » Mon Jan 13, 2020 7:42 pm

You're welcome! :D And no worries, I'm still on the same road. :wink:

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Re: Normandy UK Campaign beta-test

Post by bru888 » Mon Jan 13, 2020 9:11 pm

Erik2 wrote:
Mon Jan 13, 2020 9:19 am
Juno is in your folder.
I'm currently editing all scenarios that got player reports.
Also, checking all scenarios for additional air entries/exits and additional air units.
Erik2 wrote:
Mon Jan 13, 2020 1:35 pm
Bru

I've finished updating the scenarios. Give me holler when you've done Juno and then I'll publish a new campaign version.
Holler! It's done. Just to recap:
1) I downloaded the 04Juno version that was in the "Ready for Bru" folder.
2) I replicated the changes to the "Capture divisional staff" module outlined above.
3) I uploaded this version to the "Back to Erik" folder. This is the one to use now.
4) I deleted the version that was in the "Ready for Bru" folder.

As a bonus, I threw in this Event Popup message for each of the cargo trucks when sighted:

Screenshot 1.jpg
Screenshot 1.jpg (580.09 KiB) Viewed 317 times
- Bru

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Re: Normandy UK Campaign beta-test

Post by Dwightd » Tue Jan 14, 2020 1:35 am

I figured I would recount my last 4 days of the Epsom battle as I sit in the battalion aid station recovering from the shell-shock of the German artillery. :wink:

This is my second time through each Epsom scenario since the first time was a complete disaster :oops:

version 1.5, level 3, standard replacements and no upgrades

Epsom attack:
I got a draw in the standard amount of turns. I had all the crossings but lacked three of the secondary objectives. So it took me 5 more turns to take everything
I had to give myself about 800 RP including deployment through the finish. There is a good mix of primary objectives with some just within reach but lots of enemy units to get through, and others lightly guarded but a long distance away. This map is probably a little big for my task but the challenges keep me interested.

Epsom counterattack:
I got all of the primary VP's by turn 22 of 24, but went to 29 (+5) to take all the secondaries.
I again had to give myself around 800 RP including deployment through the finish. I think about half of that went to recovering from the relentless arty and heavy infantry barrages. :shock:
I got the Germans undersupplied very early in the scenario (hard lesson from first time :wink: ) which helped. This one took a long time for the AI turns to finish, about 10-15 minutes. I am sure due to the number of units and large map. This did get a little frustrating toward the end.
Given my experience on this one, I will probably nuke through it when I do the Campaign again. Just my personal preference.

So keeping in mind that I had a good idea of how to deploy this time, I still did not have enough RP or time.

One note about the victory conditions, I completed both objective sets but only got a minor victory.
Epsom counter.jpg
Epsom counter.jpg (457.85 KiB) Viewed 291 times
Might be an overtime thing since I added more turns.

I need to make more reports, but it is hard to break away from playing ! Keep up the good work.

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