conboy's campaigns

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JTFox001
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Re: conboy's campaigns

Post by JTFox001 »

Completed the second Anzio scenario on my first attempt.

Turn one. I flattened the line out from the default set up positions and linked up with the Brits on the left and the others on the right who I pushed up. This meant I had a couple of spare INF and Eng units.

Behind the INF line was the AT line with the four units moving to where they were needed. The Eng units also moved along this line help units to dig in and replace INF units for a turn or two while the repaired.

My third row was made up of Arty spread evenly along it's length. The centre could support the flanks and the flanks the centre.

Let Germans beat themselves down against my units then counter attacked when their strength dropped to around 4, and only if I could attack with 0 or 0+ damage to myself. Never advanced out of defensive line.

Another tactic I used was to push armour in front of the infantry line to attack priority units like Hvy Inf or weakened tanks. These units would draw arty fire the following turn which gave the Inf a rest from it so a good trade. They normally came back behind the line with a strength of 2. I did lose the light tank like this near the end but had enough gold to bring him back.

Looking forward to the next scenario.

Cheers JTF
There is only one principle of war and that's this.

Hit the other fellow, as quickly as you can, as hard as you can, where it hurts him most, when he ain't lookin'.

William Slim
conboy
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Re: conboy's campaigns

Post by conboy »

JTFox,
Tactics you used seem pretty solid to me. I never thought about using armor out front to draw artillery fire!
It's difficult to get the AI to mount a tactically savvy attack -- you'd have to set up a variety of AI teams with differing missions and aggressiveness. We just had a detailed discussion of the issue of AI attacks on this forum: viewtopic.php?f=374&t=104137
Thanks for keeping me posted!

Mascarenhas,
I checked out the 2nd Armored -- I think Eric has got the NW France situation covered from all angles. But I'm not ruling it out. Thanks for checking in and thanks for the encouragement! I'm underway on a new short campaign, but it's like trying to nail jello to the wall.

conboy
levince55
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Re: conboy's campaigns

Post by levince55 »

Hi

I'm having trouble with the Anzio breakout scenario. "Take Phase II Objectvives < 19" is marked as failed at turn 17.

Bug ? Does anyone have the same problem ?
bug.jpg
bug.jpg (913.7 KiB) Viewed 2161 times
conboy
Lieutenant Colonel - Fw 190A
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Re: conboy's campaigns

Post by conboy »

levince55:
Hi

I'm having trouble with the Anzio breakout scenario. "Take Phase II Objectvives < 19" is marked as failed at turn 17.

Bug ? Does anyone have the same problem ?
Uh-oh, I set the German reciprocal trigger for turn 17 instead of turn 18. So, the player must make the objectives by Turn 17 according to the triggers. Obviously, this is an error that I must correct. Thanks for bringing it to my attention. I recommend you nuke through 10 AnzBO and go on to the next scenario.

Thanks for playing, sorry for the screw-up, and thanks for bringing it to my attention!

conboy
levince55
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Re: conboy's campaigns

Post by levince55 »

Eventually the scenario went fine : the objective was marked as green at the next turn.

So no need to cheat.

Thanks for your great campaign. I appreciate the historical accuracy.
I'm currently heading to the Vosges.
conboy
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Re: conboy's campaigns

Post by conboy »

Good, please keep me posted of any other mistakes or items you might find interesting. I hope you enjoy the campaign.

thanks for playing!

conboy
JTFox001
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Re: conboy's campaigns

Post by JTFox001 »

Just finished the Anzio Breakout scenario.

A few points if I may.

1) Had the same issue with Phase II objectives as mentioned above. Shown as failed on turn 17 and then OK on turn 19.

2) 2/6th Inf unit shows as a CCA unit and not CCB. 1/6th shows as CCB.

3) There is a route maker on the right of the map for the 1st Armored yet approximately parallel to this on the left at the CCA and CCB objectives?

4) 1SSF Arty support. These two unit have a real problem keeping up with the advance rendering them useless for most of the scenario. Ended up moving one of my 3ID units across to provide support. If it was not a historical scenario I would suggest replacing with SP Arty or an air unit.

Excellent scenario, the multiple phase objective force you to keep moving forward. Takes a cautious player like me out of my comfort zone which for some reason is actually fun.

Cheers
There is only one principle of war and that's this.

Hit the other fellow, as quickly as you can, as hard as you can, where it hurts him most, when he ain't lookin'.

William Slim
conboy
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Re: conboy's campaigns

Post by conboy »

Thanks, JTFox.

I'll check these out. I remember the 1SSF Arty was too slow to keep up, even with trucks. Maybe I should get rid of them or warn the players.

Thanks for keeping me posted -- keep awn keepen awwn!

conboy
ctskelly
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Re: conboy's campaigns

Post by ctskelly »

Convoy, 3rd Div is excellent. Thanks, and keep the good stuff coming.
conboy
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Re: conboy's campaigns

Post by conboy »

ctskelly,
Thank you very much!
Got one in the fire now...

conboy
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

Hello! :D

It's been a while, hasn't it?


8) I've played again few of the very first scenarios about the US Division. And here are my various feedbacks… I’ll try to keep them relatively short, but without guarantee. :lol: :wink:


:!: First of all, why putting in the scenario descriptions the history of the various (recent) fixes made? :? Basically I think we just don't care, when playing the campaign I mean, and moreover it reduces immersion...

You've this for the 2nd, 3rd and probably many more future scenarios as well... If you really wish to keep track of the changes, a side-file containing all relevant info may do the trick. :wink:
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

1 Casa: 8)

-> Add/spawn a 2nd French dogfighter towards the middle of the scenario? :idea: (It's already a 2 vs 1 in our favor... and the enemy don't seem to be able to replenish that much its troops...)

-> If the event "Vichy Surrender" is triggered, then immediately the flag over Casablanca should be changed to US (via "Change Hex Owner" in triggers) AND all French units on map should be "exited" via triggers... Otherwise, despite having surrendered, there is still a French flag flying and one can still take shots at the enemy units... :wink:

-> Perhaps add one red arrow over each Coastal Gun?

-> Add a basic flag, perhaps together with a name over "Casablanca AF"? :idea: (I definitely prefer it with some flag, I think it looks then better... but it may be useful as well, as we'll see later!)

(MV t 15/20 = Major Victory at turn 15th out of 20)

-> There, I miss the tanks... :( well, maybe not the Somua of the beginning, but maybe a single unit of "old" Renault R35 or of slightly more mobile Hotchkiss H35 or even H38? :idea:
One unit could be near Casablanca and set in S&D once our units are closing near the surroundings of Casablanca... :P a cool addition, a little more challenge, some tank as well... :D and we've time in this one anyway, so... :wink:
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

2 Lica: 8)

First some little points, almost details:

-> About Phase II obj -> I see one red arrow too much (the one pointing at the water)... :?

-> The name of one of our 3 core planes wears a double "d", like "3dd ID TacAir"... :shock: (Well, the player can easily change this himself, but still...)

-> One of the 3 auxiliary P40 has no custom name right now... :?

-> Perhaps a little more RPs from start for the Free French unit? :wink:


Then, the biggest aspect here:

-> :!: Remove the AF near the beach! (It wasn't there when I played it the very first time.)
:arrow: Otherwise, despite the event (at turn 6), the player may be really tempted to "cheat" by keeping these P40 which can be refuelled at this AF :evil: (which should clearly be already under control at that time, when this event pops-up)...

-> & :idea: 'Could consider moving the Construction Group (deployed at sea) closer to the coastline (perhaps to gain 1 turn - not too much either, or the player could still cheat about the P40s!)... That may help the player a little to manage his TacAir component! (And I assume it was because some encountered difficulties about this that this AF has been added.)

-> & :idea: If you prefer giving some commodities to the player (and this could as well be why some players may have encountered difficulties on the aerial side of this scenario), then one could consider adding a 2nd Construction Group from start... like this the player may have one near the coastline (required to refuel our 3d ID TacAir when time comes) and later another one more inland...

:arrow: Like this still 2 places to land, refuel, replenish, etc., our planes... but full choice about (airstrip) locations... easier (as faster) access to the very first built airstrip... and still no real possibility to cheat by keeping these P40s! 'Sounds good? :D

(MV t 22/27)
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

3 SanF: 8)

-> About obj "Take all secondaries": top NE, you've a red arrow pointing at a hex without any flag... as it's a secondary obj as well, perhaps a silver spear flag there? Otherwise this obj is now validated despite having not taken this hex but seeing still this red arrow... :?

-> About sec obj "Exit 3 ground units" but counter "0/4"?! :shock: => You should put a ">2" instead of a ">3" using the Editor. :wink:
& Based from the Editor, you only count there the CORE units... (and not the land aux units from the Bernard Force, for example)... but, in game, the player don't know yet that only core units will count here! :? So, tell him (or her). :wink:

-> The P47 Thunderbolt added there as core unit may be a nice addition in term of variability, but it seems that in most incoming scenarios 4 plane units can't be deployed anyway... :| :idea: First, what about naming it nicely and immersively? :wink:
:arrow: Here to help a little bit the player, this unit could as well simply be put from core to auxiliary (free to deploy) or granting 12 ACPs for this scenario (but here it would be at the risk of having to do it in every future scenario, or almost... it's as big as a mountain).
(A real core unit could still be added later in the campaign, and already with some XP as well... Perhaps as reward for some secondary mission or something. :P )

-> Perhaps reveal some minefield(s) using triggers to the AI (and only to the AI)... like the one on the road in the west, just behind the AA unit (around phasis I obj)... otherwise, the player may seen an enemy depleated unit trying to get away following the road but being destroyed on the way by their own mines... (It could be funny to see but won't be that much coherent.)

-> Near phase 2 obj... this time, the (single) bridge hasn't been blown... on purpose?! :|

-> About names around the Bernard Force... 8) 1 of the 4 DDs is named "Bernard force escort" and should be named as all others, namely "Bernard Force Escort"... similar consideration for the "Bernard force Light Armor" becoming "Bernard Force Light Armor"... and the "Bernard Fire Support and Supply" (cruiser) is too long to be properly displayed... perhaps a "Bernard Fire Support & Supply" will do the trick (2 less characters)...

(By the way, now it's very clear how to use the Bernard Force and the objectives related to this part! Top! :D )

-> Having an airfield with flag (it’s very important, we’ll really soon come back to this!) in our deploying sector and no extra plane now there is no longer need for the 3 air exit hexes in the West...

-> Obj title with a double space at the location of the "X": "Brolo Sea Hex X Traversed by Bernard Force" :wink:


MV t 42/44... as having to wait before being able to exit enough land units :roll: ...


:arrow: That's much more challenging timewise than the two previous scenarios...
:idea: Therefore:
-> :idea: possibility to consider adding 2 or even 4 turns (44 turns -> 46 to 48 turns)

-> I think it would be more practical here having no Early Victory possibility (once the final pri locations are taken, one has to wait anyway... 'can't exit land troops that are aux... only 2 units max per turn... and these are counted at the start of the next turn only anyway...), therefore I suggest putting the validation of pri obj from the 3rd phasis for "Scenario Turn Limit" only (so checked within the Editor, instead of the actual "<45" for the now 44 turns...)...
OR/AND, alternatively perhaps, to allow this very last part to be quicker, perhaps consider :idea: doubling the amount of land Exit hexes on map... with 4 instead of 2, it's one turn less to wait "only" for this!
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

A brief Study: Airfields & Flags! 8)

This’ll be based on the awesome 3 SanF scenario (v2.0.1). Now we’ve 3 TacAir + 1 P47C at disposal, i.e. a total of 4 planes.

Using the airfield, deploy 3 of them (the max available anyway according to granted ACPs), start the scenario and conquer Caronia and surroundings, I mean the Phase I objective and… another airfield!

Now we can make a test: let’s disband (on purpose, for the sake of this test) one of the three deployed plane units. That’s 3 ACPs back, so enough to deploy the 4th plane at disposal, the one left in the reserves (doesn’t matter which one it is, of course – damn, stay focus! :evil: :lol: :wink: ).

Now let’s try to deploy this last plane:
-> At our initial airfield WITH A FLAG (Red US) flying proudly in the skies: no issue at all, we’ve automatically 7 deploy hexes available. :)

-> At our newly captured airfield WITH NO FLAG AT ALL (there wasn’t even an enemy flag previously above it): you can’t deploy your extra plane! :shock: (You’ve an airfield, you’ve a plane, all’s ready… but won’t work. Even if you wait few turns… like the turns required to let a new flag rise, precisely… no flag here, and that’s it.)

-> At our newly captured airfield WITH NO FLAG AT ALL, now LAND another plane unit, an unit already deployed, an unit over the map from start (and who cares which one exactly?)… then you’ll see a hangar with your plane inside. So far so good. Now, you can try again to deploy your extra last plane: above this hangar you’ll have ONLY A SINGLE hex available for this… :shock: instead of the 7 directly available with a flag proudly flying… :?

And so, adding or not a flag over each and every airfield, it is much more than pure cosmetics! :wink:

:arrow: Now, I do hope the following rule – yeah, I think you could call it a rule – shall be obvious:
No airfield without flag over it!
(It could be a golden star or a silver spear flag depending on the various objectives, but it has at least to be some standard, some regular flag!)

:D Well, well, Ladies & Gentlemen, thanks for your attention! :wink:
Last edited by ColonelY on Sat Mar 20, 2021 1:10 pm, edited 1 time in total.
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

:arrow: So, conboy, basically, in each and every scenario of this campaign, each time you see an airfield, please do add a (regular) flag over it – that’s crucial as we’ve seen! :wink:
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

4 NewM: 8)

About briefing - to be details or not to be details...
First part
-> Milazzo is mentionned but not on this map... on purpose? Like this it may be a little confusing...
-> "Breifs:" or perhaps rather "Briefs:"?
-> (Too many spaces just after "S-2:")
Second part
-> Why talking about the bridges when there is only a single one on this map?
-> (One space missing just after the "S-3:"...)
Last part
-> ("s-4" or rather "S-4" (with a capital S, as usual))


-> :idea: Add a (regular) flag over the village of Sapparono; let the Brits have one flag! :wink:

-> In the West, the road near the bridge is drawn to go in the water... :shock: (That's why it looks discontinuous there when playing the scenario.) That shall be fixed! :wink:

*******
When I played, the Brits have received one shot and have taken one... NO consequence, despite Patton's orders! :shock:

In the triggers (for both of these possibilities), I suggest replacing the condition "Kills & Casualties" by "Unit Damage Done"... as it's rather unlikely that any unit will be fully destroyed/killed in case few shots are exchanged by "mistake"... but then, these events should be triggered as soon as any unit (either US or British) has lost a single strenght point from "friendly fire"! :wink:

Last thing: there may be that once the picture can't be shown properly, as it's written in the Editor once "Shoot" and once "shoot"... :? so if capital letters are taken into account, then... :wink:
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

5 Sale: 8)

-> :idea: Last part of the briefing, focus on the town of Avellino (by targetting some hex)

-> Map: make the road in the mountains continuous (1 single hex over a river)... :idea: even if it's unlikely that the player use it, it may create some cool opportunity, add replayability. :wink:

-> At this point in the campaign, the artillery that is about to be replaced is likely to have already a little XP (each one of the 3 units I had to disband had already a half-star of XP)… It could be nice to see the 3 artillery units coming to replace them starting already with one extra half-star of XP each instead of no XP at all!

-> A single AF on this entire map, that may look a little artificial… :? at least add another AF (a German one) :idea: between Avellino and the Incrocio. Then, as already explained, a flag over each one of these AFs. Then, you can remove (as being yet useless) the 3 air deploy hexes you’ve added near the US AF. :wink:
(Now, the air exit does correctly allow redeploy but, as we’ve seen now one could only redeploy a plane at the airstrip once built and not even on the US AF…)

-> :!: There is a small problem now with the “End Scenario Early (<Turn 23)”. Its description reads “[…]500 RPs will be awarded to each 3d ID element.”… But now only the “standard” US gains the 500 RPs, not the Blue nor the Red Teams… even worse, the Blue Team does actually now lose 88 RPs :shock: (The same amount that the Germans do lose at the same time – but that’s not a bother for us!)… This has to be fixed. :wink: By the way, 500 is definitely a lot. :| What about 2 to 300 each instead? :D (Standard, Red and Blue US, that is.)

MV t 18/32 (so the early ending module is working)

-> Perhaps a little too easy… I’ve not seen much German tanks. :arrow: Perhaps adding one of them (but not a too powerful either) to the troops defending the sector of Avellino? :idea:

-> From the Editor, one can see a trigger (outside any folder if I remember correctly) about “Blow bridge south of Airola”, but it doesn’t target any bridge hex right now… :? either complete this or remove this trigger to “clean” a little… :wink:

-> It definitely seems to work nice, but under “US Pri” (etc) folder, for “Acerno”, under the “Check Hex Owner” condition, why having selected some Team instead of an Alliance? :?
Shall it be problematic if the player does send units from other regiments to take this location? Won’t it be considered as achieved then? :?:
(Same consideration for the “15th Div Res.” folder…)
ColonelY
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Re: conboy's campaigns

Post by ColonelY »

Cheers up, my friend, keep up the good work. :D
conboy
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Re: conboy's campaigns

Post by conboy »

ColonelY,

I'll address all of these issues in my next update. I may wait for a while to do so to see if Shards will allow me to update the one on the Community Content Box. Your comments are, as always, spot-on, especially about the airfields. I didn't know this until you briefed me on it. Or at least, I needed to be reminded of it. So, thanks!

But, please, continue, and thank you very very much, again!

conboy
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