BrucErik CSD Studio

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Mascarenhas
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Re: BrucErik CSD Studio

Post by Mascarenhas »

bru888 wrote: Wed Jan 15, 2020 12:56 am
Mascarenhas wrote: Tue Jan 14, 2020 9:30 pm Normandy etc..

Still v. 1.5

Bocage Bridge (Dickie´s): There are no 16 German units. I took them all 15.

Just take note for the next v.
Hug
Not sure what you mean here. I assume you are talking about Le Bény-Bocage but the objectives are "Capture all 4 objectives," "Capture Point 266," and "Eliminate all German units."
You´re assuming right. But the number of German units is wrong. There are less than indicated in the objective. And I also captured and Point 266 completely, with no enemy units nearby. Got only a minor.
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Re: BrucErik CSD Studio

Post by Mascarenhas »

There are only 24 , not 25 German units in this scen
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Le Bény-Bocage

The 'kill-German-units' trigger checks if/when the number of Alive units = 0, the actual number of German units does/should not matter.
I can't see any issue with this.
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Normandy UK & Canada 1944 1.7

Post by Erik2 »

Normandy UK & Canada 1944 1.7
Link updated in first post.

Epson Day 4:
Fixed missing off-map air supply source checkmark
ColonelY
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Re: BrucErik CSD Studio

Post by ColonelY »

Hi again! 8) Here are few comments, suggestion and so one.

*******
JUNO: (only this one still for v. 1.6 - should be identical to 1.7 anyway)
Simply great!
Now our air support really means something, the British do have a decent land force fully deployable and the Canadians can already buy some units...
And now each Cargo Truck destroyed gives, in terms of specialisation point, +1 for Great Britain AND +1 as well for Canada - which is much better, for it makes more sense too. -> It allows afterwards to acquire the "Drop Tank" spec, which gives then an automony of two extra turns for each plane - this will be really welcome within the next scenario!

Briefing (3/5): "[...] it will most likely will be [...]" -> one time "will" too much...
Secondary objective description: switch back to "Cargo Truck" instead of "recon" :wink:
Unit name: "Queens Own Rifles" -> "Queen's Own Rifles"

It would be more comfortable to have a little more RP for the British -> increase income from 16 to 19 RP/turn?
The SS recon unit is not very aggressive...

*In prevision of an eventuel final Paddle-scenario after the Falaise, one could maybe already add the "Princess Irene Brigade", a Dutch motorized infantry unit commanded by Lt. Col. Ruyter von Steveninck.
This historical unit, which landed (if I'm not mistaken) on this Beach, was really important symbolically, because this unit (as well as the Belgian Piron's brigade) was then able to contribute to the actual "liberation" of their own country!
-> Am I right to assume that there is no real limitation in term of factions involved on a battle? So that adding this historical unit won't anyway be out of the limits of the game? (With a fifth allied faction on map...)
*******
JUNO D+1:
Fine, the British are here as well! Another great scenario in which the Germans put a hell of a fight!

Map: Near the "Aérodrome" of Carpiquet, there are two parallel roads which are not linked together. If there is a reason to keep the two of them, what about connecting them? And, more importantly, what about connecting the northern of these roads to the "main road system" to the north-west of the "Aérodrome"... It's a detail, but in terms of visual aspect, this whole area will probably look much smoother, less "artificial" afterwards.

Well, now a little brainstorming:
On one hand, the Canadians have a lot of LCP this time, but it's a pity that they can't buy anything except regular Infantry or Heavy Infantry... not even Art nor Tank... :cry: (it was identical in the previous scenario)
On the other hand, the British have received nice units but are unable to deploy the majority of them because of a lack of LCP.

So, first things first: Even if the Canada is not a main faction, is it possible to unlock more different Canadiens units for the player to buy?

If yes, please do it. :D It may definitely be possible because, in the Goodwood scenario, even Poland (!) has access to many more units than the Canadians, including artillery, tanks and... paratroopers!
(And you've certainly understood why I'm so interested in the possibility of deploying Canadians paratroopers, related to the famous British 6th Airborne Division that I do really hope to see in this campaign! :wink: )

In both cases, what about giving more LCP to Great Britain? We have 15 LCP, we would need 34 to deploy all available units... so at least about ten or twelve LCP more, please.
And I think that again in this scenario the British income should be higher... considering as well the future Carpiquet scenario, otherwise it's simple, one risks having not enough British RP in Carpiquet to use all given LCP at their fullest potential. :wink:
*******
CRISTOT:
Even if the player manages here mainly the British, what happens with the Canadians in this scenario?
The Canadians have 6 ACP but no plane available and very too few RP to buy anything and their microscopic income isn't gonna help them... :?:
By the way one talk of them in the briefing, but there is not any single Canadian in sight...
*******
VILLIERS-LE-SEC:
Map: "Crèpon" -> "Crépon"; and around the Aerodrome (or "Aérodrome"), what about connecting the two extremities of the road crossing the Aérodrome in order to link in to the road system and to give on overall a smoother visual aspect?
This happens in others scenarios as well...
*******
GOLD:
Unit: "12 Kings Royal Rifles" -> "12 King's Royal Rifles"

Same consideration again about the road which pass by the Aérodrome... What about connecting at least its north-western part to the road system?

*In prevision of an eventuel final Paddle-scenario after the Falaise, one could maybe already add as well the 1st Belgian Independent Brigade commanded by Lt. Col. Jean Piron.
This historical unit, which landed (if I'm not mistaken) on this Beach, was really important symbolically, for the same reason than the Dutch royal brigade "Irene".
*******
CARPIQUET:
Same visual consideration about the roads and the Aérodrome...
*******

:arrow: It's already an awesome campaign. Keep up the good work! :D
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Re: BrucErik CSD Studio

Post by bru888 »

ColonelY wrote: Thu Jan 16, 2020 3:47 pm *******
JUNO: (only this one still for v. 1.6 - should be identical to 1.7 anyway)
[/i]
Briefing (3/5): "[...] it will most likely will be [...]" -> one time "will" too much...
Secondary objective description: switch back to "Cargo Truck" instead of "recon" :wink:

. . .

The SS recon unit is not very aggressive...
Colonel, thanks again.

Erik, I made these corrections to a fresh download of 04Juno from the "Normandy UK & Canada 1944" folder in Dropbox. I uploaded 04Juno to the "Back to Erik" folder.

Regarding the not very aggressive SS recon unit, I believe the Colonel is talking about the SdKfz 232 8Rad that is spawned at 1900. We have that unit in the same AI team as the cargo trucks which is why I thought to set the team on Static Defense. However, it's programmed now to move each cargo truck out of that team and into another set to Exit the Map. I figure that cargo trucks will not voluntarily get into any combat anyway, so I switched AI Team 10 "Staff" to Local Defense, range 2.
- Bru
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

ColonelY wrote: Thu Jan 16, 2020 3:47 pm *******
JUNO D+1:
Map: Near the "Aérodrome" of Carpiquet, there are two parallel roads which are not linked together. If there is a reason to keep the two of them, what about connecting them? And, more importantly, what about connecting the northern of these roads to the "main road system" to the north-west of the "Aérodrome"... It's a detail, but in terms of visual aspect, this whole area will probably look much smoother, less "artificial" afterwards.

*******
VILLIERS-LE-SEC:
Map: "Crèpon" -> "Crépon"; and around the Aerodrome (or "Aérodrome"), what about connecting the two extremities of the road crossing the Aérodrome in order to link in to the road system and to give on overall a smoother visual aspect?

*******
GOLD:
Same consideration again about the road which pass by the Aérodrome... What about connecting at least its north-western part to the road system?

*******
CARPIQUET:
Same visual consideration about the roads and the Aérodrome...
*******
Colonel, you don't see the template that Erik uses when he designs maps but I do when looking at them in the editor. You are talking about these "roads" which I could tell from the template are actually the runways for the nearby airfield. (At least, that is my interpretation; I could be wrong.) A bit unusual for OOB, but I believe Erik was just following suit:

Screenshot 7.jpg
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- Bru
ColonelY
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Re: BrucErik CSD Studio

Post by ColonelY »

The runways? :? Indeed, that's pretty unusual. :wink:

Then, that's why they are straight like this. Ok, thanks for this explanation. :D

(And yes, I confirme, I was talking from the spawned SS SdKfz 232 8Rad in Juno-landing. :))
ColonelY
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Re: BrucErik CSD Studio

Post by ColonelY »

And what about the other points? :)
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Re: BrucErik CSD Studio

Post by ColonelY »

What about a rather quick look into D-Day history? :D
You will probably figure out that I’ve something in mind :wink: , but let’s take it easy.

SO, SOME HISTORY AROUND THE D-DAY:

The Lieutenant-General Frederick Morgan commanded the allied planners of the invasion in spring of 1943 when Normandy was selected as the spot for the invasion of Western Europe. However, a landing on the beaches of Normandy had an important set back :shock: , for the allied left flank was indeed very vulnerable to counterattacks: :?

1. The Germans expected the allied invasion to take place at the Straits or Dover. Therefore, the strongest German units in France, especially armored divisions, were to be found between Le Havre and the mouth of the river Seine, under the command of the Generalfeldmarschall Erwin Rommel.

2. If Rommel succeeded in taking his troops and tanks across the rivers Seine, Dives and Orne, he would then be able to fold up all troops on the invasion beaches one by one, from the Sword Beach (the British eastern one) to the Utah Beach (the American western one)… :cry: Why? Simply because it would cost the allies several days to establish a decent land force, sufficiently strong with tanks and artillery, to defeat a heavy German counterattack.

:arrow: To protect this vulnerable left flank, the key was to use the famous British 6th Airborne Division! :D Morgan and his staff decided to drop it between the river Dives and the waterways of the Orne…

The 6th Airborne Division was commanded by Major-General Richard Gale. (Despite its name, the 6th was only the second of the two Airborne Divisions raised by the British Army during the war. :lol: )

:arrow: Almost immediately upon its creation, the task of the division during D-Day was set. This Division had indeed a crucial role to play. Incidentally, after General Dwight Eisenhower took over the responsibility of allied supreme commander in January 1944 from Morgan, even if an important number of aspects of the invasion plan were adjusted, the part of the 6th Airborne Division remained as it was! 8)

*******
The other British one, the 1st Airborne Division, has taken part mostly in diversionary amphibious landing (Operation Slapstick) as part of the Allied invasion of Italy (September 1943). Then most of this 1st Airborne Division returned to England (December 1943) and began training and preparing for the Allied invasion of Normandy… but it was not involved in the Normandy landings (June 1944), being held in reserve. -> This one has thus NOT to appear in our Normandy campaign, that’s right!

It has been many times planned to involve the 1st Airborne Division, but each time the troops already on the ground have progressed too fast to make such an intervention meaningful… The 1st Airborne Division, called the “Division Stillborn” :lol: , was finally involved in Operation Market Garden to free the Netherlands. At that time, the 6th Airborne Division was back to England to recover from tough actions and to take the role of reserve… but this has not much more to do with the Normandy and our great campaign!

*******
So, the Sword Beach, seen from the allied point of view, was the utmost left of the five invasion beaches and represented – now we’ve understood it! :roll: – a (very) vulnerable flank…

The actions of the 6th Airborne Division took place near the city of Caen and were carried out by the 3rd Parachute Brigade, 5th Parachute Brigade and the 6th Airlanding Brigade – for it was composed of paratroopers AND glider-borne airborne troops! 8)
It was the Operation Tonga, which began on 5th June 1944

:) Missions of the 6th Airborne Division:
1. Destroy the five bridges across the rivers Dives and Divette (to prevent the Germans using these bridges during a probable counterattack)
2. Take intact then defend the two bridges across the Orne and the Canal of Caen, named by the British forces the Horsa Bridge and the Pegasus Bridge respectively (to prepare the connection between this bridgehead of airborne troops and the troops from Sword Beach)
3. Destroy the german Merville Battery before the landings on Sword Beach to avoid their direct fire at the invasion troops on Sword Beach (and thus to avoid heavy casualties)

-> The 3rd Parachute Brigade, under the command of Brigadier James Hill, oversaw missions 1 & 3! It was composed of the 9th Parachute Battalion, the 8th Midlands Parachute Battalion and the 1st Canadian Parachute Battalion. :wink:
Targets: Four bridges over the Dives (including at Troarn, Bures, Robbehomme), one bridge across the Divette at Varaville & the capture of the battery of Merville.

This battery consisted of 4 gun emplacement casemates, a command bunker, a crew bunker and various ammunition bunkers. According to allied intel the gun emplacements were equipped with 150mm guns which could cover Sword Beach. The close-up defenses of the battery consisted of 20mm anti-aircraft guns, machine gun pits, two barbed wire barriers and a mine field.

Two drop zones (DZ), one in the north for:
- the 9th Parachute Battalion who was tasked to destroy the Merville Gun Battery
- the 1st Canadian Parachute Battalion who would destroy bridges over the River Dives
The other DZ in the south, for the 8th Midlands Parachute Battalion, who was charged to destroy bridges over the Dives in the south.
Thereafter, all the men of the 3rd Parachute Brigade take defensive positions to fend off German counter attacks in the direction of the bridgehead.

-> The 5th Parachute Brigade, under the command of Brigadier Nigel Poett, oversaw mission 2! It was composed of the 7th Parachute Battalion, the 12th Yorkshire Parachute Battalion and the 13th Parachute Battalion.
A single drop zone to the north of Ranville.
Its targets were the intact capturing of the Horsa Bridge and the Pegasus Bridge after which a bridgehead had to be established to defend both.
"Image"
-> https://en.wikipedia.org/wiki/File:6th_ ... e_1944.png

-> The 6th Airlanding Brigade would land in the evening of the 6th of June 1944 during Operation Mallard in order to reinforce both parachute brigades.
This one was composed of infantry units, engineer units, artillery units, medical staffs, etc. (More information can be found here: https://www.dday-overlord.com/en/battle ... e-division )

*******
Then on the D-Day itself, the 6th June 44, these guys at the rear of the German lines do provide reinforcements of men, equipment, vehicles and ammunition to support the actions of their landing troops… :wink:
ColonelY
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Re: BrucErik CSD Studio

Post by ColonelY »

Now back to our campaign. :wink:

This campaign is already magnificent, but I’m sure that there is now a golden opportunity to take it to new heights! :D
Here is how! :idea: This involves adding two new scenarios, as well as modifying some of the pre-existing ones.

***
1. Add a very first scenario to this campaign at D-1:

A scenario centered around the actions of the 6th Airborne Division on the 5th June 1944 (so ONLY with the 3rd Parachute Brigade and the 5th Parachute Brigade – thus including these six battalions, one of them being Canadian)… starting with some airborne paratroopers… nice objectives such as a solid battery to destroy, few bridges to explode, two other bridges to take over and then prepare to defend… and finally a little stand to put versus a small German counterattack… so the ingredients for an epic recipe, isn’t it? :D

It would be the very first scenario (on D-1) and THEN ONLY the player would have to choose between the three Beaches where he wants to command the landing (on D-Day, choose between the Gold/Juno/Sword-scenarios - adding a triple-arrow on map this time)… :wink:

It would force too the player to use from start a little the British as well as a bit the Canadians (both of them “reappearing” together in some of the later scenarios) and wouldn’t somehow “punish” the player for not choosing, for instance, the Juno-scenario, because then the players would already have employed some paratroopers as well. 8) Why? Well…

***
2. Modify at least some of the scenarios involving the city of Caen…

… to consider the nearby presence on the ground of some of these paratroopers. :D

This could typically concern the Juno-landing and the Juno D+1… but not only, of course! :wink:

Moreover, there is another nice option with the incoming of the final airborne wave, the 6th Airlanding Brigade, coming on D-Day (the 6th) to reinforce the pocket installed by paratroopers… a good side-action maybe for the Juno-landing scenario AND/OR for the Sword-landing one, maybe? 8) Or maybe even another fully new scenario? :wink:
***
3. Then, as already proposed, add a very last scenario after the Falaise:

A Paddle-like scenario! :D

Starting on 17th August 1944, the PADDLE Operation has involved the British and the Canadians, but not only. :wink: There was this famous 6th Airborne Division, some commandos again (at least the 1st and 4th Special Services Brigades as well as the 41st Royal Marines Commando), then the 1st Belgian Independent Brigade commanded by Lt. Col. Jean Piron and the Dutch royal Princess Irene Brigade commanded by Lt. Col. Ruyter von Steveninck (two motorized infantry units)…

Again, if I’m not mistaken, Piron’s men have landed at Gold Beach and the Dutch P.I.B. at Juno Beach...
-> Thus those two could already be added as well (probably as non-core units free to deploy and with few RP only for basic reparations) in the Gold and Juno scenarios. :wink:

I have already written (viewtopic.php?f=264&t=95908&start=140) that:
“And furthermore, from a RPG point of view, this would somehow "complete the whole circle" because the first guys to land should have been the commandos in our Gold/Juno/Sword scenarios and some of those commandos could then reappear at least in the last one!”

:arrow: Now, all this would even better “complete the whole circle:D , because then on would begin and finish playing amongst others with the famous British (and somehow a little Canadian as well :wink: ) 6th Airborne Division… :D


What happened after the Paddle Operation? Well, a few days later, the British entered Brussels and the Americans were in Lorraine… 8) Consequently, a Paddle-scenario would be a nice historically plausible conclusion for an awesome campaign in Normandy!


***
I'm probably asking much but, well, maybe we'll see all this in a version 2.0 or something. 8) I pray for that (or almost :lol: ).

Anyway, come on, cheer up & keep the good work!
:D
Dwightd
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Re: BrucErik CSD Studio

Post by Dwightd »

Goodwood scenario :

V1.5 (sorry, I was in the middle of it when the updates came out) lvl 3, standard replacements

Wow :!: what a lot of units. There is plenty of RP and CP for this one. I had 91 undeployed CP for the Canadians at the start since there was only 33 RP. I had 46 undeployed British CP but plenty of RP, just did not know where to put more units :shock: I got the Germans undersupplied very quick. The air units had limited usefulness once the front moved away from the one exit hex.

I had random friendly infantry units pop up around Ranville. 5 units pop up on each of turns 6, 7, and 8
Ranville.jpg
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I don't mind the extra forces, but there was no explanation why these units were showing up.

I finished on turn 20 out of 24 with a major victory. Finished up with 82 undeployed Canadian CP and 161 undeployed British CP. Had RP to spend, but just did not need the additional units.

With so many units initially, I thought this one was going to be a knock down drag out, but it was fairly composed of continuously moving forward.

On to V1.7 and the ridge.
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

Dwightd wrote: Sat Jan 18, 2020 5:46 pm I had random friendly infantry units pop up around Ranville. 5 units pop up on each of turns 6, 7, and 8
Yes, that would be these:

Screenshot 1.jpg
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It's probably not necessary to announce every instance of reinforcements coming to the battlefield but, as in this case, unless they are paratroopers, it is a bit distracting to have them pop up in the middle of it. I defer to Erik in matters such as these.
- Bru
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Re: BrucErik CSD Studio

Post by Dwightd »

Verrieres Ridge:

V1.7.

I did not get very far. In the briefing there is mention of the Royal Tank Regiment, but there is no unit in the area where the map is focused on. I looked through the units and did not find any Royal Tank Regiment in the listing. I deployed some British tanks and as much Canadians as I could. Once the first attack happens, I get a pop up that states I have failed the objective.
RTR.jpg
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Am I missing something here? Is there supposed to be an RTR tank unit?

All I know is I am not going to be the one to try and explain it to Monty :wink:
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Re: BrucErik CSD Studio

Post by bru888 »

Hmmm. I know what happened. Thanks, Dwight - I need to clarify this with Erik.

Erik, when we began collaborating on this campaign, the first "proofs" that you sent me contained historical Allied units. Sometime later, you decided to remove such units because, and I am supposing this, a campaign does not lend itself to historical units if you allow the player to purchase his own units.

That's why this happened; I am pretty sure that there was a specific unit to which this objective and trigger were tied. When you removed it, you thought of revising the objective and trigger but apparently omitted the reference to the unit in the briefing and this popup message.

Which leads to a few questions:
1) How do you wish to handle this particular situation? There is only one Allied unit placed on the map in the beginning ("A/Toronto Scottish" which I have a hunch you overlooked). Do you want to remove it and, at the same time, place the aforementioned "Royal Tank Regiment" as an aux unit and tie it to the objective and trigger? Or do you prefer to edit the "Royal Tank Regiment" references out of the objective and briefing?
2) In future collaboration, are you going to have an issue with sending me the scenarios without historical friendly units so that we can avoid this situation? I would prefer this. If we have any inspirations such as the issue at hand, we can use special one-time use aux units.

I wonder where else in this campaign we have similar issues once the historical Allied units were removed.

Screenshot 4.jpg
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Screenshot 5.jpg
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- Bru
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Re: BrucErik CSD Studio

Post by kverdon »

The BrucEric alliance drew me back into OOB while I anxiously await Panzer Corps 2.

All in all its a great campaign that has got me interested in, and reading more about, the British offensives about Caen. However there are a few warts on this prince of a mod.

Most of pre-Epson has been covered and fixed outside I believe that the scenarios should be about 2 turns longer and the player allotted about 200 more RP.

EPSOm A & B.

I have to say the Espom scenarios are the most BRUTAL of all the scenarios I've played in OOB. Like another player said, I'll have nightmares about the artillery. As designed they are totally unwinnable. LIke a earlier poster said it took about an additional 800 RP per Epsom scenario and it took me about an extra 12 turns to get a minor victory. This begs the question. IS THIS AS DESIGNED? Is the intention to make as designed, normal player, Epsom battles outcome a Draw as was the historical case? There are just too many SS units combined with too much ground to cover to achieve it all in 24 turns. Even with the added RP and turns these were 2 of my most memorable scenarios experienced with OOB.

Goodwood. I played some 1.5 and some 1.6. There are some serious AIR issues here. When I started the scenario I noticed right off there were no Air exit hexes available. All my air units showed red (ie red is dead) paths from their first move. I was able to edit the scenario and add exit hexes though once I exited the Air Units I was unable to deploy them. This was a tad frustrating given the number of towed Arty units to deal with. I dearly missed the air units later in the scenario. That said this was a fairly easy scenario, perhaps too easy given what I've read of the historical battle. I finished in 22 out of 24 turns with a Major Victory. NEEED TO FIX THE AIR EXIT AND DEPLOY ISSUES>

Bloody Day at Verriers Ridge - This was also a good scenario though when I first started it I was wondering "What did the Canadians do to piss you off?" as you only get 3 armor units to deal with Panters and Stug units. Fortunately my 3 Churchill VIIs (Still the best OOB British Tank unit) and Canadian Heavy Infantry was up to the task. (Yes, I was also wondering what was going on with the stealth Royal Tank Regiment).

Bois Du Homme. Given what I'd been through previously this was a very easy scenario. This was very fortunate however as just as the Scenario was ending, my Air units ran out of fuel and had to exit. Much to my surprise, when I sent them to the exit hexes THEY DID NOT EXIT. There must be a bug in the Air Exit Hexes. I didn't hunt it down as I finished the scenario the same turn so didn't take a penalty from it.

All in all, hats off to the grand work you have put into this campaign. My pocket book is poorer for it as I've ordered a few books on the British in Normandy from Amazon to read up on the campaign. I think it needs some polishing yet though.

There were 2 things I observed that I believe make the campaign harder than it needs to be and they both fixable. I fixed one but have yet to fix the other.

1. Lack of British Self Propelled AT. There are no M-10s or Achilles available as mobile AT for the British. This is fallout from the fact the British forces in the game were designed for the Burma, not Europe campaigns. I was able to fix this by adding a British Achilles to the units.csv file.

2. Insane and unreal defensive values for German Self Propelled Artillery units. I really don't get this. German SP Arty units like the Wespe and Hummel were open top AFVs like their Allied counterparts. The upper hull Armor was only 30 mm which is only barely splinter protection. However unlike the Allied SP Arty units which will take damage from a harsh look and 3-4 from any form of direct fire, German SP Arty is pretty much impervious to any sort of fire. Tanks, Infanty, Bombardment or Air Attack take off 0-1 strength points max. What is the justification for this? They suffered the same deficiencies as their allied counter parts but are UBER units in OOB. Its actually easier to take out a Panther or a Tiger than a German SP Arty unit. Were I to replay this I'd edit the units.csv file to make them similar to their Allied Counterparts to bring them back to a semblance of reality. This would make the Epsom battles a hell of a lot easier.

Keep up the great work BucErick, I look forward to your continued efforts.
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Re: BrucErik CSD Studio

Post by kverdon »

Few More Bug Reports for the British Normandy Campaign:

Bois Du Homme - Artillery victory points flag is not working. I inflicted 17/12 damage with Arty and got the "Good Show" from Monty but in the end I only got a Minor Victory as the victory flag still had a red X.

Tiger's March - Again an issue with the victory conditions. I eliminated all the German units ok but failed the primary victory condition to not loose a single British Unit. Though I lost no units during the scenario, The Victory condition was marked 9/1 from the start (typo from 0/1?) and thus caused me to fail the scenario.
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

kverdon wrote: Sun Jan 19, 2020 6:11 pm Bois Du Homme - Artillery victory points flag is not working. I inflicted 17/12 damage with Arty and got the "Good Show" from Monty but in the end I only got a Minor Victory as the victory flag still had a red X.
Mea culpa. I forgot to include the "Set Objective State" effect:

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Erik, there is an updated 26Bois in the "Back to Erik" folder. Thanks, kverdon.
kverdon wrote: Sun Jan 19, 2020 6:11 pm Tiger's March - Again an issue with the victory conditions. I eliminated all the German units ok but failed the primary victory condition to not loose a single British Unit. Though I lost no units during the scenario, The Victory condition was marked 9/1 from the start (typo from 0/1?) and thus caused me to fail the scenario.
Mea non culpa. I can find nothing wrong with this objective or trigger. Are you playing with version 1.7?

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HOWEVER . . . I did notice that this trigger effect is linked to the wrong AI objective:

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It may or may not have anything to do with your complaint, kverdon - probably not - but it should be corrected now that I have seen it so that a Defeat is possible.

Erik, there is an updated 29Bistiere in the "Back to Erik" folder. Thanks, kverdon.
- Bru
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

Also, to answer my question above, I have redesigned 25Verrieres in order to save the RTR module that I worked many long and arduous, uh, minutes on! Erik, you remain editor-in-chief, so please use the revised 25Verrieres that is in the "Back to Erik" folder, or not, for the official version. My own version will have this, starting with replacing the core "A/Toronto Scottish" unit (likely vestigial) with an aux Churchill tank and labeling it "Royal Tank Regiment":

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- Bru
kverdon
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Re: BrucErik CSD Studio

Post by kverdon »

When I was playing Bois Du Homme, it was on v1.6.

Thanks for the updates.
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