Erik's campaigns

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GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Thu Apr 02, 2020 3:58 am

Germany West 41-43 (v2.1)

10Messina

In this campaign, I'm in the habit of giving myself about 500-1000RP at every scen start by now, as I'm obviously not getting any from you. This is new, usually I never have to do that with your stuff. Not that much, not that often.

And as a general suggestion, I would rethink the 1 RP/turn/unit income-model with the later war scenarios. Actually it works well with the 39-41/42 units, they are rather cheap. But then even the infantry begins to cost about 80-120RP, not to mention heavy armour units.

This one played quite well, if you don't start evacuating your units from the island. Only then the enemy naval assets seem to mobilize and begin to attack. I've picked the right three spots on the map to set up my road blocks and the enemy was basically stranded and I could kill them off one-by-one. Those "raid" sec. objectives would be impossible to achieve otherwise.

13Catanzaro

On my first try, I made the error of deploying one strat bomber out of my 15 ACP and deployed only "small air" AA. Not a good idea. Had to restart, but that didn't change anything. There's a couple of cruisers obliterating my AA and about a dozen (seriously!) enemy planes attacking at the same time. And they have that invincibility spec from the Brits, what's it called again? Bomber stream or something. No way. Again, skipping this one.

- Suggestions (from playing about four turns): remove the faulty specs, add more income and more land CP or less enemy air. Delay the activation of the cruisers for 2-3 turns and make the air units attack in multiple waves with a 5-6 turn pause.

Screenshot 80.jpg
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Erik2
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Re: Erik's campaigns

Post by Erik2 » Thu Apr 02, 2020 9:46 am

Gabe, quick reply.

I'll add ie a 100 RP (or more if needed (?)) reward to sec objs in addition to any spec points rewards.

CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 » Thu Apr 02, 2020 3:07 pm

Played through all of US Corps 42-43. The full list of bugs I found was the luftwaffe one you already noted in Terbouba, the broken secondary objective to raid a supply base in Sbiba (and maybe work on the British AT jeep's first turn survival rate) and an error with the primary objective in El Guettar to build a supply dump where a fuel depot is built before the seabees arrive as instructed and the objective is not counted as complete. Image attached for that last one
Image

GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Thu Apr 02, 2020 3:23 pm

Erik2 wrote:
Thu Apr 02, 2020 9:46 am
Gabe, quick reply.

I'll add ie a 100 RP (or more if needed (?)) reward to sec objs in addition to any spec points rewards.
I don't know, doesn't sound sufficient to me. Perhaps it's okay as sec.obj. rewards, but you have to do somethign about basic income, too, in my opinion. In 13Catanzaro, for example, I have to deal with the whole Brit and Free French army with 18RP/turn and no RP boost between scens? 18RP is barely enough to repair 5HP of engineer/inf. damage and 2HP (regular repair!) of PzIV. And my core is quite diversified. Some arty, many inf (eng, geb.jäger, heavy inf), some AT, some AA and "moderate" armour units (couple of PzIV/H and one Tiger). But nothing too special. Airforce has to be FW190G or equivalent.

Actually I tried to play the 13Catanzaro scen. I've added myself about 15-20 land CP with some RP and then I was able to weather the storm and score a win. Oh god, the damage to my fighters alone was devastating in that scen...

I'm being attacked with the whole might of the allied enemy ground and air forces and at the same time have to advance and capture additional VPs with a 18 turn limit? I'm not usually this whiney, I think ( :?: :wink: ), but the scens of this campaign of yours are difficult. Maybe it would work as standalone scens, where you doesn't have to care about losses and experience of units, because there's no next mission. But here, I have to retain my forces in a decent shape for the next scen.

Maybe I'm doing something wrong, but personally I don't like "puzzle" scens very much. Where you have to carefully select a force composition to be able to win, and only after you've already played the scen at least once and know what's coming. And usually I don't have to do this with your stuff, therefore I'm a bit confused if maybe it's me who's doing something wrong(?).

Well, reading the other comments from other players, I can see many bug fixes with some problems with the objectives, but only the "impossible" user was actually playing the scens and he was about as whiney as I am... :lol:

PS: I was thinking about the scens and how to improve them and I've wondered why you have used almost no aux. units in the scens. Maybe that could be a viable solution. Some cheap units that only need regular repair and half of it I'm getting back at scen end. And if needed, they can be sacrificed without a "bad conscience"...

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Re: Erik's campaigns

Post by GabeKnight » Thu Apr 02, 2020 4:00 pm

Germany West 41-43 (v2.1)

14Taranto

Played okay basically (the income issue persists, of course), some suggestions/issues:

- You mention in the briefing this passage about the aux. strat. bombers: "These unique Do-217s have been armed with special radio guided bombs, and they should prove to be absolutely lethal against naval targets [...]". Well, ahem, no. They're actually super weak against naval targets, esp. BBs... :wink:
- The primary objective's to destroy at least three Italian naval vessels. There are absolutely no Italian units whatsoever on that map. Only Free French. The trigger looks for Italian units. It said 2/3 for me from the beginning, and now I know why: You've used the "Check Unit Count" condition instead of "Kills & Casualties" for triggers involving losses of core units - and the count involved the two core Italian DDs I've lost in the Crete scen. You'll need to correct both issues.
- please remove the specs that doesn't work. Bruce made an excellent thread about those: Survey of Working Specialisations
- you have to rework the "Brit 2 objs" trigger, because as it is now, it fails the scen every time: It counts enemy VP >1 at scen turn limit, but you forgot that the enemy alliance has four VP on water already, that the player can not capture! Change the trigger accordingly or change these VP to secondary, for example.
- the "Sea-1" trigger does nothing (AI team 6) like this, wrong AI setup
- the other "Sea.." teams need debarking hexes, or they'll ship all the way around the island.

airboy
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Re: Erik's campaigns

Post by airboy » Fri Apr 03, 2020 12:28 am

Erik - your work is excellent! I'm close to the end of the German North Afrika campaign.

Hate to point anything out - but I found a small error that I screenshot at the end of the East Africa Scenario (invasion of the Sudan and Yemen). I completed the conditions for a major victory - but got a minor victory due to not having control of the port. Screenshot shows garrison troops and flag.
Screenshot 7.jpg
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Re: Erik's campaigns

Post by Dwightd » Fri Apr 03, 2020 1:38 pm

Hey Eric

Germany West 41-43 (v2.1), lvl 3, scenario 2 Metaxas

Just a quick observation. The deployment hex next to the airport is also an exit hex. I think we all know what happens when a unit is deployed there :shock: Also, I have 3 land CP to deploy but only one CP of supply. i.e 2 points under supplied
Metaxas.jpg
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As always, enjoying your hard work :lol:

Erik2
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Re: Erik's campaigns

Post by Erik2 » Fri Apr 03, 2020 3:05 pm

airboy & Dwightd

Thanks for the feedback.
Added to my issue lists.

Erik

GabeKnight
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Re: Erik's campaigns

Post by GabeKnight » Fri Apr 03, 2020 7:46 pm

Germany West 41-43 (v2.1)

11SalernoL

Again a good one. Still, I'd suggest either more income or some RP between scens to repair my battered units. Actually I wasn't able to score a "Major" win, as one of the central raid-objectives seemed far too costly and dangerous for one spec point.

Suggestions:

The balance seemed okay in this one, except the enemy air reinforcements. It's mentioned in the briefing to expect fierce air resistance, so the first wave is about okay. But the next ones are a bit too much. The US start with about 10 planes against my 15ACP. Then they'll receive SIX more, with fighters that shouldn't be available yet, like the P47D. Even without enemy commanders, those planes are a good match for the German FW190s and with their high air-def stats very difficult to shoot down. And with the enemy having about FOUR-times my income, together with many specs that even I don't have, some useful like "Pilot Rotation"...I mean, the whole ratio seems a bit off.

With the next scen, 12SalernoC, I'll try to modify it with the editor to 2RP/unit/turn beforehand, to see if that might be enough.

CHXII1697
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Re: Erik's campaigns

Post by CHXII1697 » Fri Apr 03, 2020 8:30 pm

In addition to my full list of bugs in US Corps 1942-43 I posted a couple days ago, I have a full US Corps 43-44 bug list.

The secondary objective to capture the forward airfield in Gela does not trigger.
The Agrigento secondary objectives say 2/2 but require 3, as the actual text says. This isn't really a bug, I just mistook it as requiring 2 and think the requirements should be seen as 3/3 rather than 3/2 to reduce confusion.
In San Fratello, the primary objective to capture Sant'Agata does not trigger, causing a draw.
In Anzio defence, the secondary objective to not lose any auxiliary units is also failed by losing a core unit.
Lastly, in both the Volturno and Cassino scenarios, none of the secondary objectives trigger.
I have screenshots for most of these in case you need them.

With that, I'll stop flooding you with these for a while and give you a break. I'll play through US Corps 44-45 after some time. Keep up the good work.

Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas » Sat Apr 04, 2020 11:17 am

I´m sorry to ask if someone already did so, but is it possible to import core units from a Erik´s campaign to another, e.g., I just finished Ger West 39-40 and would like to assign its core to the next, say Ger East. Does it work? And if yes, how to?

ColonelY
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Re: Erik's campaigns

Post by ColonelY » Sat Apr 04, 2020 11:33 am

Mascarenhas wrote:
Sat Apr 04, 2020 11:17 am
I´m sorry to ask if someone already did so, but is it possible to import core units from a Erik´s campaign to another, e.g., I just finished Ger West 39-40 and would like to assign its core to the next, say Ger East. Does it work? And if yes, how to?
8) Yes, it does. Well, you can find more info there: viewtopic.php?f=264&t=88786

Mascarenhas
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Re: Erik's campaigns

Post by Mascarenhas » Sat Apr 04, 2020 11:53 am

Oui, mon Coronel; but I was referring to Erik´s campaigns, not the vanilla ones. Anyway, thanks to send me the proper link.

ColonelY
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Re: Erik's campaigns

Post by ColonelY » Sat Apr 04, 2020 2:39 pm

Vanilla campaign or not, I think it should work just the same way (at least I hope so :wink: )...

Erik2
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US Corps 1942-43 1.6

Post by Erik2 » Sat Apr 04, 2020 3:16 pm

US Corps 1942-43 1.6
Link updated in first post.

06Tebourba:
Fixed sec obj ‘Luftwaffe’

10Sbiba:
Redeployed the British slightly, changed sec obj ‘British’ and moved a few nearby US deployment hexes.
Added trigger/events for sec obj ‘Axis supply’…

11Guettar:
Fixed sec obj ‘fuel dump’. Added truck to Seabees unit.

Erik2
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US Corps 1944-45 1.7

Post by Erik2 » Sat Apr 04, 2020 4:14 pm

US Corps 1944-45 1.7
Link updated in first post.

02GelaC:
Fixed sec obj ‘airfield’

03Agrigento:
Added map markers to sec objs

05Fratello:
Added trigger/event to pri obj ‘Sant'Agata’…

11Volturno:
Fixed sec obj
Fixed location spelling

12Diadem:
Fixed sec objs

14AnzioD:
Replaced trigger ‘check unit count’ with ‘kills & casualties’ for sec obj ‘aux units’

rafdobrowolski
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Re: Erik's campaigns

Post by rafdobrowolski » Tue Apr 07, 2020 2:31 am

GabeKnight wrote:
Thu Apr 02, 2020 3:23 pm
Erik2 wrote:
Thu Apr 02, 2020 9:46 am
Gabe, quick reply.

I'll add ie a 100 RP (or more if needed (?)) reward to sec objs in addition to any spec points rewards.
I don't know, doesn't sound sufficient to me. Perhaps it's okay as sec.obj. rewards, but you have to do somethign about basic income, too, in my opinion. In 13Catanzaro, for example, I have to deal with the whole Brit and Free French army with 18RP/turn and no RP boost between scens? 18RP is barely enough to repair 5HP of engineer/inf. damage and 2HP (regular repair!) of PzIV. And my core is quite diversified. Some arty, many inf (eng, geb.jäger, heavy inf), some AT, some AA and "moderate" armour units (couple of PzIV/H and one Tiger). But nothing too special. Airforce has to be FW190G or equivalent.

Actually I tried to play the 13Catanzaro scen. I've added myself about 15-20 land CP with some RP and then I was able to weather the storm and score a win. Oh god, the damage to my fighters alone was devastating in that scen...

I'm being attacked with the whole might of the allied enemy ground and air forces and at the same time have to advance and capture additional VPs with a 18 turn limit? I'm not usually this whiney, I think ( :?: :wink: ), but the scens of this campaign of yours are difficult. Maybe it would work as standalone scens, where you doesn't have to care about losses and experience of units, because there's no next mission. But here, I have to retain my forces in a decent shape for the next scen.

Maybe I'm doing something wrong, but personally I don't like "puzzle" scens very much. Where you have to carefully select a force composition to be able to win, and only after you've already played the scen at least once and know what's coming. And usually I don't have to do this with your stuff, therefore I'm a bit confused if maybe it's me who's doing something wrong(?).

Well, reading the other comments from other players, I can see many bug fixes with some problems with the objectives, but only the "impossible" user was actually playing the scens and he was about as whiney as I am... :lol:

PS: I was thinking about the scens and how to improve them and I've wondered why you have used almost no aux. units in the scens. Maybe that could be a viable solution. Some cheap units that only need regular repair and half of it I'm getting back at scen end. And if needed, they can be sacrificed without a "bad conscience"...
I have to agree with Gabe here. I gave up on playing through the Germany West series of campaigns without heavily cheating initially, due to the issues he has pointed out. I love all of your scenarios Erik, but this strand was very difficult, uncharacteristically so. I second and concur everything that Gabe has said, and kudos Gabe for pointing out what is wrong and for making great suggestions. Wish I could more helpful, but not having my main gaming rig during the quarantine has slowed my play down sadly....

Erik2
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US Corps 1944-45 1.4

Post by Erik2 » Tue Apr 07, 2020 4:20 pm

US Corps 1944-45 1.4
Link updated in first post.

Several scenarios:
Fixed obj counters

01Omaha:
Added pri obj map marker

02Pointe:
Rangers at the Point now have 10 exp and 10 entrenchment to increase their survival probability.

03Carentan:
Added warning event about incoming panzers.
Replaced Wehrmacht reinforcements with Waffen SS and reduced the strength a bit.
Delayed sec obj (killing panzers)

04Cotentin:
Added Luftwaffe popup and enabled sec obj when the air units spawn.

12Sankt:
Moved pri obj ‘kill 30 units’ to sec obj

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Re: Erik's campaigns

Post by Dwightd » Tue Apr 07, 2020 10:29 pm

GabeKnight wrote:
Thu Mar 26, 2020 11:58 am

07Syracuse

This scen is totally unbalanced in my opinion. Over two years have passed (06/41 -> 07/43!) and I've got no RPs to upgrade my units - and I have to upgrade EVERY SINGLE ONE of them to be able to compete with the enemy. And even then... a slaughter... no way to hold all the sec. VPs for even one turn. Impossible to hold for four turns. There may be some complicated "solution" to this scen, but I'm not interested in finding it. This scen is one I would suggest to play yourself for a change to see what I mean. Your balance is usually quite spot-on, but not here. Yeah, I've changed some stats with my mod, but surely not no that extent. Basically I was defeated after four turns. Very low on supply and no Italian income, very few core units to deploy and most Italians overrun, my airforce crippled. Sorry, but I skipped this one and going on with "Etna".
Erik, first just to weigh in on this one (not trying to beat a dead horse) I have to agree with Gabe on this. I have tried this one several times and always gave up by turn 4 or earlier. I think his assessment is spot on for a level 3 player.

Onto Germany West 1944, version 1.2, level three. All played for the first time.

Anzio:
I think this one is out of balance by a lot also. The onslaught starts from turn 1. First on the supply dumps, the deployment is too far away and getting to some is impossible, let alone saving them. The two furthest away (right side of map) cannot be reached and get destroyed right away. The one on the left side and near Apprila can be reached, but allied bombers and artillery make quick work of them. The one next to the river (right hand side) is tenuous but I did save it, plus the one behind the lines near the deployment hexes. They are secondary objectives though.

The allied air force is overwhelming. I started with all fighters. Once they engage, they shoot down 1 German fighter per turn, ending up with a total of 6 shot down. While the allied bombers run rampant. I had deployed 4 88's as AA and was not enough, I add on more soon after the start. On turn 3, I gave myself and extra 18 land CP for the AA and gap stopping infantry, which was still below the available supply (i.e. good supply points). It was incredibly hard to keep the Allies from just breaking through the lines outright. By turn 10, of 30, I had a reasonable line of defense. I gave myself 1900 RP during the major fighting. I actually took the VP's by turn 21 out of 30. So obviously I was a little overzealous with my gifting of resources.

My thoughts. I think more land CP are needed just to have sufficient number of units to make a reasonable defense. I also think there should be more deployment hexes in the center. That quickly became the hot spot, and all of my replacements came in there. To stand toe to toe with the allied air force, I think a generous RP injection is needed just to replace the shot down fighters. So maybe a 1000 RP boost and a 12 land CP boost ??

That is up to you. That's why you get payed the big bucks :wink:

Cassino:

THAT WAS HARD !!! :shock:

Again the allied air force is overwhelming. I had to give myself 600 RP to keep my Luftwaffe in the air, again all fighters. I saved all the treasures and kept the 6 primary objectives. I took 2 out of 4 of the secondary objectives by scenario end. My ground force was around 70% strength. The Luftwaffe was in sad shape, 3 air CP I could not replace (no RP) and the remaining fighters at strength of 5 or less.

I am perfectly fine with those results :) I think this one is very will balanced and an incredible challenge. I am going to need a big RP injection for the next one. Starting with 73 RP and a decimated AF and wounded ground force

That one was fun !!

Keep up the good work. You keep me on my toes.
Last edited by Dwightd on Fri Apr 10, 2020 8:27 pm, edited 1 time in total.

Erik2
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Re: Erik's campaigns

Post by Erik2 » Wed Apr 08, 2020 8:22 am

Dwightd

Thanks for the feedback, I've started a 'Germany West 1944' list.

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