BrucErik CSD Studio

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bru888
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Re: BrucErik CSD Studio

Post by bru888 »

Well, what I am doing on my own is coming along but it's taking a loooooooooong time. I wanted to finish it before picking up this studio project but I don't want to keep everybody hanging. I'll get started on it tomorrow.
- Bru
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Re: BrucErik CSD Studio

Post by GabeKnight »

Erik2 wrote: Tue Oct 08, 2019 3:02 pm Another way to deal with this is reducing the mine-strength to maybe 5. That way to units may charge through the mines.
I think that transport ships (with land units) can detect mines on the beach hexes when the troops try to debark, but they can not clear them and/or allow the units to come ashore. You'll need to keep some openings in the minefields in the landing zones.
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Re: BrucErik CSD Studio

Post by Erik2 »

GabeKnight wrote: Wed Oct 09, 2019 2:44 pm
Erik2 wrote: Tue Oct 08, 2019 3:02 pm Another way to deal with this is reducing the mine-strength to maybe 5. That way to units may charge through the mines.
I think that transport ships (with land units) can detect mines on the beach hexes when the troops try to debark, but they can not clear them and/or allow the units to come ashore. You'll need to keep some openings in the minefields in the landing zones.
That is correct. They detect mines as they attempt to debark.
I'm pretty sure there will be more gaps in the minefields.

Currently the unity density in the invasion scenarios is quite low.
If we decide to jack it up to the next level (3-4 times), the Allied player will have more units trying to debark.
Decisions, decisions...
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

I am beginning work on the first batch of scenarios: 03Gold, 04Juno, 05Sword, 06Villiers, 07JunoD2, 08Mesnil, 09Cristot, 12Villers. By all means, please continue to give me some sort of a summary, either in the scenario file itself or in a separate text file (not text_english.txt, of course; that comes from the scenario file) on which I can base the scenario description, briefings, and outcome statements.

This is necessary for two reasons: 1) I am not the WW2 historian that you are, and 2) I don't know exactly what you are trying to accomplish in each scenario. I will do my best to turn your summary into the "Queen's English" as you requested.

From the scenario numbering, which skips a bit in this batch, I am able to surmise that there will be more scenarios to come. I would imagine that when all scenarios have been edited to your satisfaction, there will be a procedure on how you want to produce the campaign file. If you would like to do it in the same manner as the scenarios, that would be fine.

I got your message and I can see the "Ready for Bru" and "Back to Erik" Dropbox subfolders. That is a good idea, I will act accordingly. Please watch this space for edits, comments, questions, and suggestions.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Gold Beach

Edit: Just in case, I changed Turns per Day from 48 to 20 which is the Turns Limit. You want all of the turns to be within "The Longest Day" so 20 should work for Turns per Day. Entering a higher number than that, well, who knows?

Suggestion: You will dismiss this out of hand and I would not blame you, considering how many land mines there are on this map, but if the Germans owned those mines instead of "Neutral," they could move more freely and not injure themselves.

Question: You mention "Hobart's Funnies" in the scenario summary. Do you intend to have the British own that specialisation from the start? If not, and you are feeling generous, you could add Hobart's Funnies for certain scenarios. But even so, will the player be able to purchase the Churchill AVRE and Crocodile? All units are to be deployed from reserve, as far as I can see, and no such tanks are in inventory. I don't know if the player is supposed to have enough resource points to purchase them. Anyway, I included "Hobart's Funnies" in the briefing.

Comment: Since there are no secondary objectives, I made the outcome statements the same for Major and Minor Victory/Defeat.

Edit: You mention and point to 6 objectives but there are more like 11 on the map. There are the three for the "Get off the Beach!" objective, six more for "Capture all 6 objectives," and these two which are not assigned to either objective:

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So, the first three "Get off the Beach!" objectives, being primary VP's were going to count toward and ruin the "UK 6 objs" trigger. Also, what to do with the two extra VP's?

I tried to visualize the flow, based on the scenario summary (an example of why that is important, as mentioned above): The ultimate goal is Bayeux, in a southwesterly direction. A commander would want to secure his right flank by having Arromanches-les-Bains and St.Côme-de-Fresnè (the town to the right) under his control, so I moved the right-hand flag to St.Côme-de-Fresnè. The objective is now "Capture all 8 objectives," the description is "These points will secure the flanks of our advance to Bayeux, the ultimate objective," and the trigger is "UK 8 objs."

That leaves the three primary VP's for the "Get off the Beach!" objective. You have no secondary objectives in Gold Beach, so I changed those hexes to secondary VP's. Now they will not conflict with the"UK 8 objs" trigger.

Edit: I added this image to the "New Orders" Event Popup message:

photo_gold_beach_landing.png
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Suggestion: There's not much German armor to go around in this scenario; Rommel has 1/352 Pz jäger (StuG IIIG) and Bölter has 2/352 Pz jäger (Marder III). But couldn't we find a better command for Hans Sandrock than a bunker? Rommel has an artillery bonus, so perhaps move him to the artillery unit and let Sandrock have 1/352 Pz jäger?

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Edit: These are your outcome images; that's actually the British in Bordeaux according to the source. (The other is from Dieppe but it will do, I think.)

outcome_2_1.png
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outcome_2_0.png
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Comment: The "1330" and "1400" triggers in the "Ger" folder are missing the customary "Change Income" +1 for each unit deployed.

I'm finished with Gold Beach and the updated version is in the "Back to Erik" folder (disregard the one in the Trash). Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Juno Beach

Edit: Just in case, I changed Turns per Day from 48 to 24 which is the Turns Limit. You want all of the turns to be within "The Longest Day" so 24 should work for Turns per Day. Entering a higher number than that, well, who knows?

Edit: Gold and Sword's beach objectives are all concrete bunkers actually on or close to the beach, so I took the liberty of rearranging bunkers and primary VP's in this area (also re-routing the river just a bit so that it doesn't flow through a bunker and a minefield). Here are the before and after:

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After.jpg
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Note: Not shown is the change that I also made to the bunker north of Luc-sur-Mer, upgrading it to a concrete bunker and moving the VP flag from Luc-sur-Mer to it.

Edit: As was the case with Gold Beach, using primary VP's for both of the "Get off the Beach!" and "Capture all 7 objectives" was going to be a problem, so I converted the "Get off the Beach!" objectives to secondary VP's. The secondary objective in this scenario does not depend on captured hexes.

Edit: You didn't provide a "beach" AI objective or a trigger to fail "Get off the Beach!" so I made them. I based the trigger on "Check VP Count" for secondary objectives. I also tweaked the other primary objective triggers.

Edit: I added this image to the "New Orders" Event Popup message:

photo_Winnipeg_Rifles_advance_inland.png
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Edit: The "Staff runs" trigger had the cargo trucks under "Killer Definition." Killer Cargo Trucks!! :shock: That condition is tricky in that it allows you to select a Unit for Killer Definition but only a Class for Target Definition. Seeing that the cargo trucks are the only two German land transports, I believe we can get away with this arrangement:

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Edit: The "716 Inf" and "21 Pz" triggers were awarding specialisation points to the Germans. I switched them to the British even though the "Canadians" earned them; I figured that they would be of more use to the British faction in the long run.

Edit: I didn't understand what you were doing with the random staff placements. It seems to have been based on deployment rather than repositioning, yet the units are already on the map. I rebuilt the module in the "Setup" folder.

Suggestion: Wikipedia says No. 48 (Royal Marine) Commando was at Juno Beach. Perhaps you would like to include them here, as you did for No. 47 in Gold Beach? Tentatively, I mentioned No. 48 in the briefing; if you disagree about including No. 48, you should edit them out of the briefing.

Comment: There is a "Commanders" trigger but it has no commander assignments. This is something I know that you care about, so I will leave these assignments to you. No bunkers, please!

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Comment: The 12 Aufklärung unit in reserve is not assigned to an AI team.

Edit: These are your outcome images; that's actually "Allied soldiers guarding German prisoners on Juno." (The other is from the Normandy invasion but not specific to Juno Beach as far as I know.)

outcome_2_1.png
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outcome_2_0.png
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I'm finished with Juno Beach and the updated version is in the "Back to Erik" folder. Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Sword Beach

Comment: My usual complaint with these scenarios with "Exit X units" objectives: Not enough turns.

Edit: Making the two exits primary VP's confuses the "UK 7 Beach objs" trigger. I replaced the primary VP flags with ordinary capture point flags.

Edit: I added this image to the "New Orders" Event Popup message:

photo_british_soldiers_sword_beach.png
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Comment: I mentioned Hobart's Funnies in Gold Beach because you did, although I did not see any specialised Churchill tanks (as listed as Hobart's Funnies in specialisations.csv, the AVRE and Crocodile). I omitted mentioning Hobart's Funnies in Juno Beach and here in Sword Beach for another reason; even if I give the specialisation to the British as a test, the AVRE has no special mine-removing trait:

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Comment: Wikipedia mentions both No. 41 and No. 45 (Royal Marine) Commando as being at Sword Beach but not in the same breath, so to speak. That makes it suspicious but you have them both here so I mentioned both in the briefing.

Edit: There are actually 7 secondary VP's so I added the one in Riva-Bella to the list and adjusted the objective and trigger accordingly.

Comment: The Warspite is spawned without the customary "Change Income" +1 for each unit spawned or deployed.

Edit: Here are your outcome images (I think I am going to need to start recycling images from your other works):

outcome_2_1.png
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outcome_2_0.png
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I'm finished with Sword Beach and the updated version is in the "Back to Erik" folder. Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

By the way, Sword Beach could not be started due to this problem:

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It was because this was not checked:

Screenshot 2.jpg
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I fixed it and replaced the scenario.scz and text_english.txt files in the "Back to Erik" folder.
- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

You're on a roll, Bruce. Good.

I think I'll add as many commando units at start as feasible. And I'll give the players the option to deploy them on the beach in-between the mines.
This should make the opening play better.
I really like the various briefings etc you've added and the graphics you've come up with.
Note that there is a reason I've used both regular Bunker and Concrete Bunker units. The latter ones are named Pill-Boxes in my source and are supposedly harder nuts to crack.
I have not added resource income for aux naval units. No point since they are only available in a single scenario anyway.
BTW, did you notice the single Norwegian destroyer participating :D ?

I played the first 10 turns of you Gold edit from the editor. Not too shabby at this stage of development.
Note that for all scenario I add all core units, even if they have been in play in earlier scenarios.
This is so we can play-test each scenario from the editor with the historical OOB.
Later I will replace 'old' core units with command points.

I wonder if I should put scenarios I edit back into your folder and not the general campaign folder.
That way we always know who's the last to tinker with a scenario.

I've started work on the first Operation Epsom scenario. This one has a high unit density and I may have to go from the current company level back up to invasion battalion level again.
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Re: BrucErik CSD Studio

Post by bru888 »

Erik2 wrote: Fri Oct 11, 2019 9:14 am BTW, did you notice the single Norwegian destroyer participating :D ?
Actually, there have been two so far; the "Glaisdale" (Juno Beach) and the "Stord" (Sword Beach). I was disappointed to see neither of them named the "Nygaard" but I suppose your concern for historical accuracy would have overruled this. :)

Villiers-le-Sec

Edit: Two humans in the Alliances. Was this a multi-player scenario at one time? I fixed it.

Suggestion: 8 turns may be a wee bit short. I would suggest 10 or 12.

Comment: No land CP's in this one, although it doesn't seem to matter because core units are already on the map. I have to assume that you are planning for this in some fashion.

Comment: No German commanders in this one, either.

Edit: Here are your outcome images:

outcome_2_1.png
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outcome_2_0.png
outcome_2_0.png (183.19 KiB) Viewed 3529 times

I'm finished with Villiers-le-Sec and the updated version is in the "Back to Erik" folder. Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Juno D+1

Edit: Just in case, I changed Turns per Day from 48 to 26 which is the Turns Limit.

Edit: There was the same "Air Supply Limit Exceeded" issue with this scenario, which I fixed by turning on "Off-map Air Supply Source."

Comment: No land CP's in this one, although it doesn't seem to matter because core units are already on the map. I have to assume that you are planning for this in some fashion.

Edit: Here are your outcome images:

outcome_2_1.png
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outcome_2_0.png
outcome_2_0.png (368.9 KiB) Viewed 3124 times

I'm finished with Juno D+1 and the updated version is in the "Back to Erik" folder. Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Misery at le Mesnil-Patry

Comment: Another small map (with only 8 turns) so perhaps no CP's and no income is approprate?

Screenshot 1.jpg
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Edit: I'm concerned about the setup of this scenario. The description says, "The Operation was intended to create the threat of a British breakout to the south-east of Caen" but this map shows locations to the west of Caen. Reading the summary, I was not totally understanding the premise here. So I looked up Operation Perch and after having read about it a bit, I decided to change the summary to make more sense. If you disagree, you have the original statement in your files, no doubt. Make changes accordingly, if you wish.

Edit: While I was being so bold, I also decided to move this primary VP to a more meaningful location. To me, it looked like "Take those three villages but never mind Brouay. We'll bypass that but make sure we secure the grove of trees over there." Hey, the studio hired me on an "at-will" basis so I can be fired at any time! :wink:

Before.jpg
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Edit: Two humans in the Alliances again. These small scenarios look like converted multi-player maps. I fixed it.

Edit: A trigger to fail the "Do not lose any tank units" objective was missing, so I created it along with an Event Popup message. I also tweaked the "Waffen" trigger which was not going to work.

Edit: Here are your outcome images:

outcome_2_1.png
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outcome_2_0.png
outcome_2_0.png (206.19 KiB) Viewed 3503 times

I'm finished with Misery at le Mesnil-Patry and the updated version is in the "Back to Erik" folder. Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.

Also, I will be away for a few days, so you may not see further activity here until next week.
- Bru
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Re: BrucErik CSD Studio

Post by Erik2 »

Gold-Juno-Sword:

Implemented most of Bru's suggestions and based my new edits on his old ones.
All scenarios have the core units on-map for now to facilitate play-test from the editor. Later they will be replaced by command points.
Added turns to Sword.
Allied commandos are now deployed on the beach during the deployment phase.
Removed mines from Sword.
The first Allied regular wave is deployed on turn-1.
Added more German units inland. This means we may need to bolster the Allied force.
Added German counter-attack orders when beaches are captured.
Changed cargo units to proper staff recon cars.

I've put the updated scenarios in the Normandy campaign folder, should be ready for playtesting.
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Re: BrucErik CSD Studio

Post by bru888 »

Erik2 wrote: Sat Oct 12, 2019 10:53 am Added turns to Sword.
If you are flexible in this regard, I would also suggest adding a couple of turns to Mesnil-Patry. 8 turns just doesn't seem like enough in any OOB scenario, regardless of map size. Sure, not 24 or 36 but 10-12 turns seems to me to be optimal for a small map, especially if there is some exit strategy involved with limited exit hexes. For example, I see that similarly-sized Advance to Cristot is 12 turns. Your choice.
Erik2 wrote: Sat Oct 12, 2019 10:53 am Added more German units inland. This means we may need to bolster the Allied force.
This aspect I leave to you, as we agreed. You certainly have the knack for it, I must say. In general, I like how this collaboration is going so far; the way you set these scenarios up in advance with me coming in to double-check your structures and add some frills. I hope you are satisfied as well.
Erik2 wrote: Sat Oct 12, 2019 10:53 am All scenarios have the core units on-map for now to facilitate play-test from the editor. Later they will be replaced by command points.
This is good to know. It saves me repeating myself as I come across 0 command points (and resource points) per turn. I am going to assume that you will be reviewing this for every scenario at some point in the future, after I have done my work.

By the way, I would appreciate your imparting a kernel of knowledge. Do you base resource income roughly on the rule of +1 per unit on the map? I've always wondered how you come up with your resource income numbers and I would appreciate knowing this for my own projects.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Erik2 wrote: Sat Oct 12, 2019 10:53 am Changed cargo units to proper staff recon cars.
It's good that you mention this for two reasons.

First, this change puts the kibosh to the conditions tactic used for this trigger (see the discussion of it in the Juno Beach post above):

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I agree with the change of vehicles. Although it is possible that the Germans would have used a couple of cargo trucks for evacuating staff personnel and their files and equipment, I was not too sure whether "Transport (Land)" did not apply to other units ending their turns as their linked transportation. However, the SdKfz 222 is classified as recon, not land transport, so this condition is shot. As you read above, this condition is limited to Unit Class for Target Definition. How to make this trigger work now?

It turns out that the only other type of recon unit in this scenario is the SdKfz 233:

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I took the liberty of swapping that unit out and substituting regular German infantry (not heavy infantry, so as to not throw things too much out of balance when comparing the combat capability of a SdKfz 233 to heavy infantry) with a SdKfz 251 as transportation:

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I based the selection of the transport vehicle on this caption to a photo in the Wikipedia article on Panzergrenadier: "German panzergrenadiers and their Sd.Kfz. 251 armoured half-track in the Soviet Union, August 1942."

The trigger now looks like this:

Screenshot 4.jpg
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See if this works for you. Please let me know one way or the other so that I know if I need to come up with an alternative suggestion that would most likely involve dual triggers linked to each SdKfz 222 unit. More cumbersome, but probably workable.

I followed what I believe is the protocol; that is, I downloaded the previously updated version of 04Juno from the "Normandy UK 1944" folder, performed these edits, and uploaded it to the "Back to Erik" folder.

Incidentally, I also fixed the "716 Inf" and "21 Pz" triggers which were both "(missing unit)" after you changed the cargo trucks to SdKfz 222's. Which brings up the second reason that I am glad you mentioned this situation in your post:

I am thinking of doing what I usually don't; that is, going back over something that I had previously reviewed and which you had subsequently edited. A light "sweep," if you will, when you are done and feel that you are ready for releasing the campaign. Since we are working on this collaboratively, I feel more invested in the work and that is why.

Please bear in mind, though, that it will not be a matter of "checking up on you" (well, sort of, I guess, but it's the same premise as the CSI sweeps: these scenarios and campaigns are very complicated and two pairs of eyes are better than one except in the same head). It certainly will not be to see which of my edits and suggestions made the cut. Your title remains "Editor-in-Chief" as always. I do want the opportunity to check things one last time, a final sweep that will not take much time at all. I hope you agree.
- Bru
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Re: BrucErik CSD Studio

Post by Erik2 »

Our work-rules work fine for me.

I calculate income as 1 resource pr unit pr turn. This base works ok for most scenarios.
But I'm not afraid to deviate from this simple formula. Late-war scenarios often require more resources since repair and upgrades tend to cost more.
I have on occasion jacked the income up to 5 res pr unit/turn in some multiplayer scenarios.
Campaigns are different beasts as resource level depends so much on player actions. Some players go bankrupt (like me :D ) while other end up like Uncle Scrooge.

BTW, I just added the first of the Operation Epson scenarios. This one is a monster unit wise and fast approaching the limit of my own unit-handling.
We may need to get the unit numbers down on both sides. Tell me what you think of it.
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Re: BrucErik CSD Studio

Post by bru888 »

Thanks for the tips on resource income. I will surely keep them in mind.

If you are calling a scenario "monster unit wise," then it must surely be a whopper. The map has to be correspondingly huge as well. Have you tried running it for a few turns? When you do so, bear in mind that while you may have powerful equipment, others may not have as advanced resources to handle all that processing. I would say that the scenario must run almost seamlessly on your computer and if it drags at all, consider cutting it back a bit.

By the way, no news is good news. If you don't respond to "Please let me know one way or the other so that I know if I need to come up with an alternative suggestion," I'm going to assume that the Recon class / Infantry + SdKfz 251 swap for SdKfz 233 is satisfactory to you and will remain. Remember it, though, if you decide to add units to Juno Beach and one or more of them is a recon unit.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Advance to Cristot

Edit: Two humans again. I fixed.

Edit: Turns per day = 12 = Turn limit.

Edit: I tweaked the Scenario Description a bit to dovetail with Misery at le Mesnil-Patry.

Edit: Added +1 resource income to "UK - T3" trigger.

Edit: Here are your outcome images:

outcome_2_1.png
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outcome_2_0.png
outcome_2_0.png (175.73 KiB) Viewed 3349 times

I'm finished with Advance to Cristo and the updated version is in the "Back to Erik" folder. Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.
- Bru
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Re: BrucErik CSD Studio

Post by bru888 »

Erik2 wrote: Sun Oct 13, 2019 6:24 pm Our work-rules work fine for me.
Yes, this does seem to be working out well. Just please keep an eye out for questions that I may ask to which your answers will affect the nature of what I offer as remedies or improvements.

These scenario descriptions that you are providing are instrumental for setting the scene for me. However, I assume that they are subject to editing, which can be substantial in some cases. (For one thing, you may have noticed that I am turning past tense into present tense to enhance the immersion a bit; past tense implies the story is over already.)

The scenario description for Villers Bocage - Wittmann's Ride is a good example. Here is the original:

The small town of Caumont-l'Eventé represented a major junction for the armies fighting in Normandy. Not only was it the boundary between the American V and British XXX Corps but it was also the boundary between the German LXXXIV and XLVII Pz Corps. For almost a week the British and American forces had slowly expanded their bridgehead, stretching the defenders to the point of breaking and with the tactical withdrawal of the German 352nd Division on 10 June the break finally came at Caumont-l'Eventé. But due to the nature of the Corps boundaries, both sides failed to immediately grasp the seriousness of the situation. On the Allied side, it was not until the morning of 12 June that LG B. Bucknall, commander of the British XXX Corps, was informed that the American left flank (the depleted 1st US Infantry Division) was advancing against almost no opposition. He immediately halted the 7th British Armoured Division's frontal attack against Panzer Lehr at Tilly-sur-Seulles and ordered it into the Caumont-l'Eventé Gap. The British spearhead was intercepted by the Tigers of 101st SS Heavy Panzer Battalion at Villers-Bocage and they provided just the delay necessary for Panzer Lehr to redeploy to meet the threat to their flank.

The description mentions Caumont-l'Eventé three times, but it cannot be found on the scenario map. Someone who does not know the Normandy campaign the way you do will be confused. In general, I prefer shorter scenario descriptions and outcome results (my weakness is event popup messages in which I am usually telling a story too long for the text box).

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As usual, though, your scenario description put me on the right track so I was able to pinpoint the action as being part of the Battle of Villers-Bocage. From the Wikipedia article, I was able to piece together this scenario description which I believe is more concise and effective:

By June 9, Operation Perch, the two-pronged British attempt to surround and capture Caen, had been defeated. However, on the right flank of the British Second Army, the 1st US Infantry Division has forced back the German 352nd Infantry Division and opened a gap in the German front line. Seizing this opportunity to bypass the German Panzer-Lehr Division blocking the direct route south in the area of Tilly-sur-Seulles, a mixed force of tanks, infantry and artillery of the British 22nd Armoured Brigade of the 7th Armoured Division has advanced through the gap in a flanking manoeuvre towards Villers-Bocage. Brigadier General William 'Loony' Hinde hopes that the appearance of a strong force in their rear will force the Panzer-Lehr Division to withdraw or be surrounded. The Germans may have other ideas.

As always, the arrangement is that this is your scenario and therefore your scenario description. I offer these edits and suggestions to be taken under your advisement (although I am keeping my edited copies). When I do the "light CSI sweep" that I mentioned, I will not be reviewing this type of thing; whatever is in the file at that point for a scenario description will be considered final by me. So please feel free to further edit what I have done or even put back the original description if it suits you better.

All that said, this is quite fun so thanks for the opportunity to share in this work. I will resume my review of Villers Bocage - Wittmann's Ride when I return home. (Which scenario title, by the way, I may also edit as to the "Witmann's Ride" portion depending on learning about what that is about and whether it is or could be incorporated into the scenario somehow. I gather much of this campaign is coming from Panzer Corps and therefore may have been handled in a different manner.)
- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Bruce, please feel free to edit any scenario briefing/info to your heart's content.
I copied them from my source only to give you a starting point.

You've probably noticed that I add a lot of primary objectives. These are the ones that turned out to be hotly contested historically.
Please remove those that you find are not neccessary or move them to better locations.

Lastly, I usually do not add many secondary objectives. I thought I'd wait until I had at least one scenario play-test under my belt.
If you have any interesting ones up your sleeve, put them in.

In your absence I'll probably work on my PzC conversion, Germany West 1945.
About a third of the scenarios finished.

Erik
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