Semper Fi - campaign beta test

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Erik2
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Semper Fi - campaign beta test

Post by Erik2 »

This is a custom campaign following the Marine Corps in their first year of fighting 1941-42.
If you want to test it, please send me a PM for the download link.

Scenarios (folder names):
00Guam
01Wake
02Tulagi1
03Gavutu
04Tulagi2
05Tanambogo
06Matanikau1
07Makin
08Ilu1
09Ilu2
10Henderson
11Matanikau2
13Austen
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

First feedbacks, after having played the two first scenarios! :D (These maps strongly remind some of the first part of the Banzai campaign, by the way. :wink: )
***
When starting the campaign: 8)

1. No campaign description yet... :?

2. About very first campaign event: "Important!", with "You absolutely need to unlock the 'Landing Craft Infantry' specialisation to be able to play the first Betio (Tarawa) scenario. The Higgins boat is the only vessel able to bring the troops safely ashore over the reef.|So plan ahead..."
Ok, cool. But... I see no Betio nor Tarawa within the scenario names :?
So, :idea: what about adding a complementary info: how many scenarios the player can expect to play before needing this spec unlocked? :?: (Without taking into account the crossroad choice, in principle, of course... :roll: ) That info will certainly contribute to make it more "crystalclear". :wink:
***
00Guam: 8)

Here I've purchased an heavy infantry unit (exact RPs & LCPs available).

-> Add some cool and immersive name at some flags... :wink:

-> The enemy troops have never landed! :shock:
They've moved eastwards, like "towards their obj" (their AI setup being "Move to Hex"), but never left water... So, I've cleared all the land part of the map and observed these 5 transport ships (2 eng., 2 heavies, 1 tank) moving around the eastern part of the "beaches" during the remaining part of the scenario...
:idea: So, better spawning these units directly ON the land!
Alternatively, perhaps using some trigger with "redeploying" option, or something, when they're close to some hex... probably not worth it anyway!

-> :idea: Deploy the 2nd patrol boat more eastwards (like it has just appeared on the battlefield); maybe it was more "shocking" for me with all these ships moving around in the east?! I don't know.

-> :idea: Add some "Supply Ships"... close to beaches and "static" (and maybe remove some suppy output on land)... without any longer transport ships, at least our PT boats will have some target... and it's better for immersion anyway, as it's a landing after all!

-> Briefing: "[...] the expedition. It included a troop of mounted cavalry, artillery and a platoon of tankettes. [...]" => Well, now the Japanese armored unit has Type 95 Ha-Go tanks... :? That's not really the "tankettes" we should expect, isn't it? :idea: The classical "Type 94" or perhaps the "L3/35" would look better for this. (And should be a little easier to handle for our poor recruits, by the way! :lol: )

-> Very little details about scenario description:
1. Double spaces at "Admiral X Goto" and "United States Marines X were well"
2. "heavy Cruiser Aoba" -> simply "cruiser" (as before on text) would be enough
3. A space/empty line before the last paragraph would be welcome (the one starting by "While not as well known as [...]")
***
01Wake: 8)

-> :!: Immediate Defeat! (at t1, just after Jap move where, of course, they haven't taken any single golden star flag) :shock:
Sooo, I've taken a look in the triggers, where it does look fine: Capture VP Event, Check VP Count, Primary, >0... so far, so good... so that I didn't understand... until I noticed that the Japanese flag in the Pacific (or some sea, perhaps?) was a golden star flag! :evil: ( :wink: )
Then, I've changed this flag to a regular one and gone back to test the campaign...

-> :idea: Put a name at the flag, for immersion, like "Pacific Ocean" or something...

-> By the way, I was really happy having purchased a "37mm M1" AT/AA unit... :wink: it saved the day for my poor recruits against the bombers! :lol:

-> As in the Banzai campaign, maybe a bunker at our HQ? :idea:

-> End of briefing: "Major Devereux will try to send help if he can spare it." :D Cool, thanks... but, damn, I have seen nothing at all coming! :cry: / :evil: ( :lol: )
:idea: Something to add here... after all, we're defending his HQ, aren't we? He could make a little effort!

-> :!: Please adapt the AI setup: right now, all land units are on "Move To Hex" (the sec obj near beaches)... and nothing more! They aren't even pushing towards the pri obj we must defend, as they stay put as soon as they've reached their very first objective and see no immediate threat... :shock:
:idea: At some point, the eastern group should start moving against our airfield (useless, for now, by the way) and the western group straight north, towards our tropical village... then converge on our really efficient Major HQ... with some reinforcements for them as well (directly spawned on land - that's better, as we've seen!)

(I've just cleared the two central sec obj flags, basically, while shooting back at enemy bombers... and that was it! :? Major Victory...)

-> As before, :idea: add several Japanese Supply Ships... and these may even be "useful":
:idea: Then, offer us the help of an aux US sub (like a “SS Gato”) and, to add more depth, directly put two new sec obj: “Deal at least 10 damages to enemy supply ships.” & “Our submarine must survive this fight.”
Like this, something to manage on the sea side as well… and a balance to be found (by the player) between dealing damages and not taking too much risks, as some of these waters don’t allow the submarine to go under the surface and as the Japs have DDs and bombers at their disposal… :D

-> Very little details, scen description:
1. This time, too many empty spaces/lines between paragraphs, no?
2. Little spaces within text, as “and with the hel p”, or “t o strike back”, or “a grou p”…
3. “[…] many of those Marines” :wink:


Et voilà ! :D
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

ColonelY wrote: Mon Sep 14, 2020 2:42 pm [...]
-> Briefing: "[...] the expedition. It included a troop of mounted cavalry, artillery and a platoon of tankettes. [...]" => Well, now the Japanese armored unit has Type 95 Ha-Go tanks... :? That's not really the "tankettes" we should expect, isn't it? :idea: The classical "Type 94" or perhaps the "L3/35" would look better for this. (And should be a little easier to handle for our poor recruits, by the way! :lol: )
[...]
Thinking back to it, I don't remember having seen any Japanese artillery on this map... :arrow: So, perhaps replace one of the heavies now at sea (still 2 left vs our single 1, and only if the player does purchase one!) by some light artillery unit. :idea:
Erik2
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Re: Semper Fi - campaign beta test

Post by Erik2 »

A couple of these scenarios are indeed Marine versions of the Banzai ones. A certain amount of Deja Vu is expected.
The Higgins/Betio warning will be removed. It is a leftover from when this campaign was much longer.
I'm collecting all feedback as usual. Looking forward to improve the scenarios.
robertahyuk
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Re: Semper Fi - campaign beta test

Post by robertahyuk »

01Wake: 8)

-> :!: Immediate Defeat! (at t1, just after Jap move where, of course, they haven't taken any single golden star flag) :shock:
Same thing for me. On the second turn of "Wake", I quickly get a defeat before the Japs have even gotten close to an objective. They take one on the beach and it's instant defeat.
Erik2
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Re: Semper Fi - campaign beta test

Post by Erik2 »

robertahyuk wrote: Tue Sep 15, 2020 4:21 pm 01Wake: 8)

-> :!: Immediate Defeat! (at t1, just after Jap move where, of course, they haven't taken any single golden star flag) :shock:
Same thing for me. On the second turn of "Wake", I quickly get a defeat before the Japs have even gotten close to an objective. They take one on the beach and it's instant defeat.
This is a bit odd. I have played through the whole campaign and did not see anything like this...
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

Yes, but in the version we have, the reason for this is the "golden star" flag (= pri obj) in the water, directly controlled by Japanese... :wink:
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Re: Semper Fi - campaign beta test

Post by ColonelY »

To fix this, as I've already written, simply use there a regular flag. 8)
Erik2
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Re: Semper Fi - campaign beta test

Post by Erik2 »

ColonelY wrote: Wed Sep 16, 2020 10:12 am Yes, but in the version we have, the reason for this is the "golden star" flag (= pri obj) in the water, directly controlled by Japanese... :wink:
I see, pretty stupid :roll:
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Re: Semper Fi - campaign beta test

Post by ColonelY »

No worries! :wink:
*******
At the crossroad:

:idea: Separate a little more the two circles... even if it may be less precise on the map, it would be easier to see/switch...
*******
02Tulagi1: 8)

-> Briefing to add, of course... :wink:

-> :?: Scen descr, perhaps the word "guns" missing here: "as well-hidden snipers and machines chipped away" => "as well-hidden snipers and machine guns chipped away" ?

-> :idea: When I see Chinatown, Workers Barracks, Residences... if it's not historically too far from what has happened, possibility to add some Volunteer fighters, or something, on our side once these hexes, or some of them, have been taken? (With a pop-up, then, of course!)

-> :!: I think we do need more power to achieve a Major Victory in this scenario...
The first landings can "only" happen on the 3rd turn... MV on the 24th turn out of 25 on my second trial, where I've sent 4 (regular) Marines from the "Police" hex by "Obj-4" and direction "Sasaki" ("main" pri obj), whereas I've sent 1 heavy and 2 (regular) Marines from "Police" by "Obj-5" and direction "Chinatown" (and the 2nd pri obj)... and at scenario end the fights were still tight, the terrain disputed... 2 units from the "Chinatown-Wing" busy pushing back 2 enemy units, preventing them to cut this supply line, doing relatively fine but "blocked" doing so; the 3rd unit pushing north to meat the other marines near Sasaki, where I've lost one unit and had some issues with supplies... about to lose some ground in the north (with depleted and partly disorganized marines on the front)... 'could maybe have taken obj-3 as well but there was no way like this to take obj-1 and obj-2 in the West... :?
First time, I've purchased and deployed inland some Marine Raiders and sent them towards objs 1 & 2 but they can't capture flags and don't do that much of damages (with their costly special action) and can't be replenished if sent alone on enemy territory... I knew this already, so I've directly sent from start (or almost - time to land and join!) some regular Marines to help them and capture these two flags, but then along the two main roads (or direction of attacks), these troops were somehow missing, there wasn't very much troops of mine to engage and thus they weren't really able to move fast enough... :(
That's why, on the second trial, I decided to forget about obj-1 & obj-2, to go full on regular marines and 1 heavy, to progress along these two main axes and see what can be done! :wink:
So, with the forces at disposal, one could take the two pri obj and 2 or even 3 sec obj... left with 2 sec obj, defended by 3 good Jap infantry units and several defenses (like MG-foxholes)...

:arrow: Add several aux units, like perhaps 2 Marine Raiders (already inland, as suggested) AND 2 (to maybe even 3) regular Marines! :idea:
A way to force the player using some Marine Raiders as well, to stick close to History... Oh, and - to that regard - some Marine Raider could even be "offered" as core unit (with some cool and immersive, and perhaps historical, name)! :D
(About Marine Raiders, it will make sense as well for the next scenario!)

-> The NE waters "feels" a little empty now... :idea: some US DD spawned there at some point (maybe near the half of the battle - with a nice pop-up, of course), a DD then able to seek targets of opportunity near the coast? :wink:
*******
04Tulagi2: 8)

-> Tulagi2, or The First Banzai! :P But there is no Banzai infantry?! :? Intended :?:

-> I'm wondering if having the exact same text/label for a pri obj and a sec obj may, or not, be source of issue... :? Maybe this is why you make the scen start with the sec obj already completed? Anyway, the text is "Hold all 3 objectives at scenario end" and the counter starts as "0/1"! :shock:
So, about this, as suggestions: :idea:
1. Change the sec obj to “Hold all 4 objectives at scenario end” :idea: including as well the “Government Quarters” (and, of course, putting there a silver flag & changing the number in the trigger for the completion)
A) It’s a little an advanced position compared to our line of defense, but it would be a little challenge more… but not too much either as we’ve our DD support valid for this hex. :wink:
B) Like this, no longer same name for pri obj and sec obj… just in case! :lol:
2. Don’t validate (any longer) this obj at the beginning, ‘cause it’s for “at scenario end” only, in principle… :wink:
3. Double-check once more this counter… :roll: (Or the "link to objective" parts, simply...)

-> Short on supply: 3 locations at 5 supply output means a total of 15! :o
From 02Tulagi1, I’ve mainly regular Marines and 1 heavy infantry (2nd trial)… Consequence: not enough supply to deploy all fighting units and I didn’t have either enough to purchase Marine Raiders (50 RPs/unit)… Damn! :evil: ( :wink: )
‘Another reason, by the way, to add 1 or 2 core Marine Raiders in the previous scenario, in 02Tulagi1! :D
Suggestion: in 04Tulagi2 :idea: add an aux US Supply Ship near the SW beach!
Indeed, as a relic of last scenario on the same island (with landings) and with its +20 supply output, it solves this possible supply issue and adds to immersion. So, well, why not? :D

(In the Editor I’ve added one Supply ship before launching this scenario, to use the units at disposal and added via warbonds +50RPs for a free Marine Raider unit…)
By the way, if you don’t give the player some core Marine Raiders in 02Tulagi1, I advise adding some extra RPs at the very start of 04Tulagi2 (so that he can purchase some). :wink:

-> Very little details about the scenario description:
1. Interest of putting a “\\” within the text?
2. A double space here: “[…] their minds X were filled with pictures of […]”


Et voilà ! :D
Last edited by ColonelY on Wed Sep 16, 2020 12:27 pm, edited 1 time in total.
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

:idea: Another idea about the Banzai infantry on 04Tulagi2:

Adding even just one unit of Japanese Bazai infantry may be an opportunity to create a cool pop-up ("unit is visible", etc.)...

Not really a problem anyway, as the Japs may need some reinforcements towards the second third of the scen:
Now, that's my feeling about this battle/scenario: quite strong Jap assault at the beginning, more units reaching the front relatively quickly, then the balance of forces switching in favor of the Marines as the fights continue (that's fine!), and finally a real mobbing-up operation against the Japs (a sign it's becoming too easy towards the end?)... :twisted:

So, one or two more Japanese units, but not showing up too soon, may be indeed a nice addition! :wink:
*******
:idea: And another related to the 2nd scenario of this great campaign, namely 01Wake:

First, the facts:
1. In 01Wake, the Japanese have 4 bombers, we have no aircraft at all despite our airfield (so currently useless).
2. The player might not have the idea of bringing an AA (AA/AT) unit with him, thus having no defense at all against enemy bombers.
3. In "the equivalent" of the 1939-41 Banzai campaign, the Japanese face several American dogfighters (and even a bomber).

Now you see where I'm going with this, don't you? :arrow: Well, in short, why not adding one auxiliary US dogfighter unit?
(1 vs 4 bombers, better than nothing and at least the airfield could be used)
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Re: Semper Fi - campaign beta test

Post by Erik2 »

I use the Banzai infantry whenever there was a Japanese historical suicide attack.
I think (hope really) this unit type uses the Banzai spec in all attacks.
The Banzais are also pretty immune to losing effectiveness in the jungle. This makes them about equal with the Marines.
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Re: Semper Fi - campaign beta test

Post by ColonelY »

That should thus be why we see many Jap Marines... :wink:

Indeed, one can see that in 04Tulagi2 (for example) you've unlocked the Jap specs "Banzai Charge" and "Bushido Code" (together with 2 other specs).

But during my playtest, I haven't seen any of these Marines or regular Infantry unit switching to "Banzai mod" just before doing their attack... I'm not saying it's impossible, just that I haven't seen it.

So, now the question is: :?: with these two specs unlocked (Banzai Charge & Bushido Code), can the AI itself switches Marines, or regular Infantry, from normal to Banzai mod, and vice versa?

:idea: By the way, you have directly the unit "Banzai Marines" and "Banzai Infantry" that can be deployed or spawned (they are found just before the Jap cav and sniper :wink: )... put them on the map, assign them some AI setup and they'll do their job. And this, even without any "Banzai Charge" unlocked. :wink: But then I think they won't switch back to "normal" mod... if they are deployed as "Banzai", they'll fight as "Banzai" until the end (or their end) :arrow: this point has to be confirmed, or infirmed, by some well-experienced players...

(I've made a test removing the Banzai Charge spec and putting one Banzai unit of each close to the front, both with AI team 1 - it works, they advance and attack, staying as Banzai!)

This shall be confirmed... :? but if it's really the case, then probably some units already starting in "Banzai" mod should be deployed or spawned in this scenario. It may "force" the AI to do what we expect from it in this case. :wink:
Last edited by ColonelY on Wed Sep 16, 2020 9:00 pm, edited 1 time in total.
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Re: Semper Fi - campaign beta test

Post by ColonelY »

Erik2 wrote: Wed Sep 16, 2020 5:02 pm [...] I think (hope really) this unit type uses the Banzai spec in all attacks. [...]
At this stage, this is precisely what should be checked, what we should be sure of! :wink:
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Re: Semper Fi - campaign beta test

Post by ColonelY »

:?: The player has definitely the possibility to use this specialization, but is it the same when the AI is in command? :?
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Re: Semper Fi - campaign beta test

Post by ColonelY »

Anyway, there is always the easy solution to add/put directly here and there some "Banzai Marines" and "Banzai Infantry" units. :wink:
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Re: Semper Fi - campaign beta test

Post by GabeKnight »

ColonelY wrote: Wed Sep 16, 2020 8:22 pm So, now the question is: :?: with these two specs unlocked (Banzai Charge & Bushido Code), can the AI itself switches Marines, or regular Infantry, from normal to Banzai mod, and vice versa?

:idea: By the way, you have directly the unit "Banzai Marines" and "Banzai Infantry" that can be deployed or spawned
I don't think the AI knows this switch ability.
And yes, my guess would be to use the Banzai unit types directly, as you've suggested.

You can also use the "change unit type" effect mid-game as it was done in the "Final Banzai Charge" trigger of the Marines/8-USMC-SAIPAN-TINIAN scen, for example.
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Re: Semper Fi - campaign beta test

Post by GabeKnight »

Erik2 wrote: Wed Sep 16, 2020 5:02 pm The Banzais are also pretty immune to losing effectiveness in the jungle. This makes them about equal with the Marines.
You sure about this? It shouldn't be (!) according to the units file...
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Re: Semper Fi - campaign beta test

Post by ColonelY »

Thanks a lot for these info! :D
Erik2
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Re: Semper Fi - campaign beta test

Post by Erik2 »

GabeKnight wrote: Wed Sep 16, 2020 9:38 pm
Erik2 wrote: Wed Sep 16, 2020 5:02 pm The Banzais are also pretty immune to losing effectiveness in the jungle. This makes them about equal with the Marines.
You sure about this? It shouldn't be (!) according to the units file...
I was guessing/hoping as I noticed the Banzai units didn't seem to have lost as much effectiveness moving in jungle as regular infantry.
But I was probably wrong. I trust you unit modders :wink:
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