Normandy UK Campaign beta-test
Moderators: The Artistocrats, Order of Battle Moderators
v1.3
Link updated to 1.3 in first post.
Gold/Juno/Sword:
Moved naval support closer to the beaches
Increased number of turns
Incrfeased resource income
Hopefully fixed any allied air deployment issues. The number of Allied air units is generally low in all scenarios. This may be increased later depending on player feedback.
Coastal guns/bunkers are set up correctly, but they do not spot adjacent commandoes. I’ve noticed their lacklustre engagement as well. Unfortunately we can't set aggro level for static units in the editor.
Gold:
Added construction grp and sec airstrip obj near Crépon
Gold/Juno/Sword:
Moved naval support closer to the beaches
Increased number of turns
Incrfeased resource income
Hopefully fixed any allied air deployment issues. The number of Allied air units is generally low in all scenarios. This may be increased later depending on player feedback.
Coastal guns/bunkers are set up correctly, but they do not spot adjacent commandoes. I’ve noticed their lacklustre engagement as well. Unfortunately we can't set aggro level for static units in the editor.
Gold:
Added construction grp and sec airstrip obj near Crépon
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- Staff Sergeant - Kavallerie
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Re: Normandy UK Campaign beta-test
Villiers 1.2 Turn 2
I got 3 aircp for the neozelandese, but there are no NZ forces present in the scn, no income and no NZ Air units avilable to buy.
Also UK aircps are not enough to deploy available air units.
I got 3 aircp for the neozelandese, but there are no NZ forces present in the scn, no income and no NZ Air units avilable to buy.
Also UK aircps are not enough to deploy available air units.
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- Sergeant Major - Armoured Train
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Re: Normandy UK Campaign beta-test
I was just going to say that I had to use #overtime to even get to Bayeux. Just downloaded your newest version and maybe I can take the objectives in time.
Other than that, I went through the first three scenarios with no problems that I can see. Good campaign!
Other than that, I went through the first three scenarios with no problems that I can see. Good campaign!
Re: Normandy UK Campaign beta-test
There is no turn-2 triggers in the scenariop and no scenarios with anything for NZ as far as I remember...Mascarenhas wrote: ↑Sat Dec 28, 2019 10:36 amVilliers 1.2 Turn 2
I got 3 aircp for the neozelandese, but there are no NZ forces present in the scn, no income and no NZ Air units avilable to buy.
Also UK aircps are not enough to deploy available air units.

There are 6 UK ACPs, which means you can deploy 2 air units. Are you unable to do this?
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Re: Normandy UK Campaign beta-test
I can depoly, 2 out of 3 available air units, I was suggesting 9 aircps instead of 6. I cannot take a screenshot to show, but NZ flag, income points and aircp attributed to this faction are there in my map, yes.
Best whishes,
Best whishes,
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Re: Normandy UK Campaign beta-test
I don’t think you are supposed deploy all available units. You should pick and choose the ones most suited to the mission. There are a couple of reasons for that, but rarely do you deploy ALL of your available units of a certain type.
Klinger, you're dumber than you look, and THAT boggles the MIND.
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- Charles Emerson Winchester III
Re: Normandy UK Campaign beta-test
I saw the same issue but the available CP's and RP's were Canadian not NZ.Mascarenhas wrote: ↑Sat Dec 28, 2019 4:14 pmI can depoly, 2 out of 3 available air units, I was suggesting 9 aircps instead of 6. I cannot take a screenshot to show, but NZ flag, income points and aircp attributed to this faction are there in my map, yes.
Best whishes,
Re: Normandy UK Campaign beta-test
A few more notes.
Villiers-le-Sec - Canadian Air CP's as noted in previous post. Everything else seemed fine, a nice short scenario.
Cristot and Caumont - The scenarios were good, my only issue is with the single exit hex for aircraft. It was especially painful in Cristot as you have 4 aircraft with the exact same endurance all trying to return to base at the same time but with only the single hex available to exit.
Martlet - Same issue as with Juno D+1, the air exit hex does not work. I did dl the new 1.3 version and the issue remains.
Villiers-le-Sec - Canadian Air CP's as noted in previous post. Everything else seemed fine, a nice short scenario.
Cristot and Caumont - The scenarios were good, my only issue is with the single exit hex for aircraft. It was especially painful in Cristot as you have 4 aircraft with the exact same endurance all trying to return to base at the same time but with only the single hex available to exit.
Martlet - Same issue as with Juno D+1, the air exit hex does not work. I did dl the new 1.3 version and the issue remains.
Re: Normandy UK Campaign beta-test
The new Juno update works well. Didn't think I'd need all 40 turns but I did, it came down to the very last turn, so it should be good now. At the end I had over 1800 RP's so it looks like the per turn allotment went up? Probably wasn't necessary. This time the command vehicles were at least spotted, but never came close enough to capture. The objective was still completed however.
Unfortunately, Juno D+1 still has the same problem with the Air Exit.
Unfortunately, Juno D+1 still has the same problem with the Air Exit.
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Re: Normandy UK Campaign beta-test
Thanks, Bobster. Erik, I fixed this and tested it. I uploaded 07JunoD2 in the "Back to Erik" folder.
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Re: Normandy UK Campaign beta-test
Correction, the flag in Villiers is Canadian, not NZ, sorry. All those Jacks are similar to me.
BTW, why we have to acquire all those specializations from the past, 1940 to 1943 agains? Is this some game feature that must be achieved?


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Re: Normandy UK Campaign beta-test
Mascarenhas, thanks for clarifying that. Erik, I believe I see why this is, not a bug, but a bit of an issue. Juno is a Canadian affair but Gold and Sword are British and those are the two beach scenarios that lead into Villiers. The Canadian faction suddenly has 3 air CP's in Villiers:Mascarenhas wrote: ↑Sat Dec 28, 2019 10:15 pmCorrection, the flag in Villiers is Canadian, not NZ, sorry. All those Jacks are similar to me.![]()
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but there is no core plane to carry over from Gold or Sword, nor do they have any resource points left over from those scenarios or initial income in this one:
So, I would consider transferring those 3 air CP's over to the British, along with the +1 income per turn.
By the way, this is the NZ flag but I just temporarily loaded it to show you. The Kiwis do not appear in this campaign IIRC.
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Re: Normandy UK Campaign beta-test
Looks like a great project guys, but the maps seem huge again.
I rather like those smallish "German Grand Campaign" kind of maps and I hope you don't mind if I skip this campaign. Sorry...maybe later...


I rather like those smallish "German Grand Campaign" kind of maps and I hope you don't mind if I skip this campaign. Sorry...maybe later...


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Re: Normandy UK Campaign beta-test
I should let Erik answer this - I invite him to correct or amend as necessary - but I believe that's a designer's decision. This is a long campaign, 22 scenarios, and Erik frequently uses specialisation points for rewards. Having a list of specialisations to acquire makes it more interesting.Mascarenhas wrote: ↑Sat Dec 28, 2019 10:15 pmBTW, why we have to acquire all those specializations from the past, 1940 to 1943 agains? Is this some game feature that must be achieved?
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Re: Normandy UK Campaign beta-test
Villiers: See my recommendation above.Bobster66 wrote: ↑Sat Dec 28, 2019 6:11 pmA few more notes.
Villiers-le-Sec - Canadian Air CP's as noted in previous post. Everything else seemed fine, a nice short scenario.
Cristot and Caumont - The scenarios were good, my only issue is with the single exit hex for aircraft. It was especially painful in Cristot as you have 4 aircraft with the exact same endurance all trying to return to base at the same time but with only the single hex available to exit.
Martlet - Same issue as with Juno D+1, the air exit hex does not work. I did dl the new 1.3 version and the issue remains.
Cristot and Caumont: It would be advisable IMO but that's up to Erik.
Martlet - Same issue as with Juno D+1, the air exit hex does not work: Erik, I fixed this and tested it. I uploaded 14Martlet in the "Back to Erik" folder.
- Bru
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Re: Normandy UK Campaign beta-test
Gold 1.5
I reached the last (30th) turn achieving roughly historical D Day outcome, i.e. every other objective but Bayeux. I´ll overtime it and see how many turns more it will take, especially in face of a non-historical strong counterattack from two German infantry divisions. Everything else seems all right.
I reached the last (30th) turn achieving roughly historical D Day outcome, i.e. every other objective but Bayeux. I´ll overtime it and see how many turns more it will take, especially in face of a non-historical strong counterattack from two German infantry divisions. Everything else seems all right.
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Re: Normandy UK Campaign beta-test
It took me 5 more turns. 35 it is but, alas, it was not D Day anymore, but June 7th.
Re: Normandy UK Campaign beta-test
Time flies when you have funMascarenhas wrote: ↑Mon Dec 30, 2019 2:39 amIt took me 5 more turns. 35 it is but, alas, it was not D Day anymore, but June 7th.

There's no problem setting the turns/day = 35 so that the date does not change.