BrucErik CSD Studio

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ColonelY
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Re: BrucErik CSD Studio

Post by ColonelY »

:P More than 1'000 posts! :D
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Let them eat cake :wink:
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

02Western-2 is in your folder. You were short on Jap supply, so I bumped it up. Else this is a walkover, unless that is what you intended. I provided for local supply for the thing that I did.

I believe you need this trigger in the latest version of 02 Eastern. At scenario start, it shuts off the Para folder:

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and disables the "objective":

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I will replicate this trigger going forward wherever I see that you have this Para module.
- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Thanks, Bru. You should also include a trigger for removing the dummy MP-unit.

I'm still fighting my way off the Eastern beaches (for the 4th time...)
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Re: BrucErik CSD Studio

Post by bru888 »

Good point. I just sneaked 02Western-2+ into your folder with this additional trigger effect:

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- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

And I sneaked 03Packard-1 into your folder...
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

02Eastern:
Added Jap Lunge miners and Volunteer fighters.
Fixed a few unit names.
Reduced number of turns from 60 to 44 (maj vic at turn 40).
Added a couple of secondary objectives in the north area.
Added garrisons to objectives.

01Tanegashima:
Changed random mines deployment from scenario start to turn-1.

02Ariake:
Changed random mines deployment from scenario start to turn-1.
Added garrisons to objectives.

I'll start play-testing 02Western-3 after scripting the AI.
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

02Western:
Reduced number of turns to 36.
Created and scripted AI teams.
Added garrisons to objectives.
Removed 'infinity' from Lunge Miner and Volunteer spawns.
Added secondary objective 'do not lose any para units' (if the para option is selected).
Fixed bridge blowing (land unit trigger only).
Added commander rewards.

01Tanegashima:
02Ariake:
02Eastern:
Added commander rewards.
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

Let's keep a running list of the commanders that have been offered as rewards. I notice that you have added commander rewards. Below is what I originally provided for; please update the list accordingly with your changes so I know not to offer these commanders again. This way, we will not have duplicate commanders being rewarded. (I assume, by the way, that the arrangement is "one and done"; i.e., a commander is offered only once during the campaign.)

Tanegashima
Naval commander Daniel Morris
Land commander Jimmy Chapman

Ariake
Naval commander Joseph Wright
Air commander Anthony Hughes
Air commander Kevin Wilson

Eastern
Air commander Jason Ward

Western
Land commander Pete Simpson
Air commander Jeff Martin
- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

There's a Campaigns Japan spreadsheet in our dropbox that I update with various scenario info, including commander rewards.

rewards.jpg
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Re: BrucErik CSD Studio

Post by bru888 »

Very good, thanks.
- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Please feeel free to add commander rewards to scenarios (and update the sheet).
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Re: BrucErik CSD Studio

Post by bru888 »

03Packard-2 and an updated Campaigns Japan spreadsheet are in your folder.

In my humble opinion, there was a basic flaw in this scenario: Way too easy. All the player had to do was land in the west, slice through flimsy Jap defenses, and advance to the exits. The nearest exit is only 10 hexes from the beach. So I did the following:
• One way or the other, the player ought to be required to secure the peninsula. Else, while he advances north, enemy forces move in and take his landing zone.
• So, I added eight primary VPs around the peninsula.
• Created a primary objective and trigger to take the eight VPs.
• To facilitate the objective trigger, I returned the exits to regular VPs/flags.
• I "re-clustered" the 20 units in AI team 4, "Beach Defense" to better defend the eight primary VPs.
• You left 16 or 17 enemy units without AI teams. I did two things with these: Beefed up beach and VP defenses, and made inland teams to defend the exits.
• When I was done, that left four units guarding Moon Beach and Mercedes Beach which would have little to do once the U.S. forces had landed at other beaches.
• So I have them going on the offensive for a while, then joining the defense of exit 3.
• Similarly, as two inland defense teams get reduced, they join the defenses of exits 1 and 2.
• I am afraid that what I did for the primary VPs kiboshed your "2 objectives west/south" (you did not define the second set anyway), so I removed those.
• Also, the "Supply road" trigger wasn't doing anything (no enabling link to any objective), so I removed that as well.

Other notes:
• You named this scenario "Packard and Plymouth Beaches" but those are just the western beaches. You provide for the possibility of landing at the southern Overland, Oldsmobile, and Nash beaches as well. Too many beaches for a scenario name and I couldn't locate a name for this peninsula, so I took a chance and renamed the scenario "South of Kagoshima." See what you think. (The file name is unchanged except for the affixed version number.)
• You left the objective as "Exit at least x US land units." In order to write the trigger I chose a number, 10. If you adjust this, don't forget to change the objective description as well as the check unit amounts in the conditions on BOTH triggers (complete and fail).
• You left the objective as "Get x resources" for completing "Capture all industrial structures." In order to write the trigger I chose a number, 50. If you adjust this, don't forget to change the objective description as well as the added resources in the trigger effect.
• I was looking at the mines triggers, how you deploy them out of reserve, and I clicked one or two. Then I was concerned that I had goofed them up, so I numbered the mines and double-checked. All was well.
• I took the liberty of adding one more coastal gun in a very likely spot. Also, I sprinkled a couple of bunkers and a few foxholes around.
• Brought all bunkers and foxholes up to the standard 3 experience, 4 entrenchment.
• The Japanese were short on supply again, so I spread some around.
• You should probably provide for shifting the fleet around to the south if the player chooses the South Beaches option. Or, locate it in a central position so that it can be moved to either landing zone.
• For the "Capture all industrial structures" objective, I created a module whereby they really are "captured" instead of destroyed, with a popup message for each that covers up the transition from Jap to American factory or fuel depot. Each one counts toward the "Capture all industrial structures" objective. "Capturing" must be done by land units as explained in the mission.
• This wasn't going to work because you had the folders turned off and both triggers turned on as shown below. I reversed the situation — folders on and triggers off (until the player selects one in the dialog box):

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• Also, there is this that needs to be resolved:

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- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Great work, Bru. Above and beyond duty :wink:

I will restrict the landing zones to the southern beaches (maybe I should simply rename the scenario to 03Southern.
The US troops would have to move through a narrow strait with coastal guns on both sides to reach the other beaches, so probably not a good idea.
I'll take a closer look at the scenario and start a play-test.

I have put 04Center-1 in your folder.
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

Erik2 wrote: Wed Feb 23, 2022 10:04 am I will restrict the landing zones to the southern beaches (maybe I should simply rename the scenario to 03Southern.
Better edit the briefing then, which talks of "Plan A" (Plymouth and Packard Beaches) and "Plan B" (Overland, Oldsmobile, and Nash Beaches).

Also, check the landing points of your randomized land mines. I may have inadvertently moved Jap units to their destination hexes.
- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

03Packard:
Fixed lost carrier event.
Added a coastal gun at Tiara (east).
Added a couple of Jap AA units.
Added Jap resource income.
Added Jap specialisations.
Add Jap sniper/volunteer fighter/lunge miner spawns at objectives with various trigger conditions.
Added secondary objective 'destroy all bunkers' w/commander reward.
First batch of US reinforcements now arrive on turn-2 (and not immediately after selecting dialog yes/no.
Reduced number of turns to 24.
Replaced US core units with command points.
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Re: BrucErik CSD Studio

Post by bru888 »

Screenshot 1.jpg
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- Bru
Erik2
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Re: BrucErik CSD Studio

Post by Erik2 »

Nice picture (and link to the battlecruiser).
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Re: BrucErik CSD Studio

Post by bru888 »

04Center-2 and an updated Campaigns Japan spreadsheet are in your folder. (Be careful with just taking this version of the spreadsheet and copying it over yours. I downloaded the version dated 2/25/2022 so if that is the latest, then it should be fine.)

This is a very big scenario, so it generated a ton of notes. Sorry about that, but they all are pertinent, I believe.

I did the following:
• Since the name of the scenario is "Counterattack Center," I assumed that it's alright for the player to be warned of the possibility of one in the scenario description and briefing.
• I liked the premise and interaction of the objectives. I just tweaked them a bit:
1) "Capture and hold Mount Kirishima" is a two-VP affair now (marked with regular VP flags to suit the other objectives). Why not take the mountain? There's a bunker on top of it; in addition to the base camp, the Americans should need to scale those heights, kick the Japs off the volcano, and plant their flag up there.
2) For the "Maintain the link-up corridor" objective, I made a battle line / corridor effect by rearranging a few of the primary VPs. In particular, I moved the primary VP at Kuroki up to Hirohashi and the one at Koda down to Kamino. I also created primary VPs at Yamanokuchi and Tuda, for a total of 12 linked locations.
3) Added several additional points for the "Consolidate and advance" objective, for a total of 8 VPs (marked with secondary VP flags).
4) Created an "Early scenario ending" module, delaying "Consolidate and advance" until other objectives are completed (or the scenario ends).
5) "Hold western flank for x turns" is set for 5 for now. I tested it a bit; that seems to be a decent challenge. See what you think. I labeled where you have "3/3 MR" as the third "Forward Position" and made it the third hex to be held, rather than the village behind it. The premise being, if this flank gives way early, all hell breaks lose behind American lines.
6) I threw in a land commander for "Eliminate all enemy armor." I chose Michael Williams and gave him to the Marines this time (green font, I believe?). Updated spreadsheet in the folder.

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• To make things even more interesting for the "Maintain the link-up corridor" objective, I added a requirement for an open supply connection between the first and last points. Yes, this is easily satisfied AS LONG AS no point becomes isolated from the others AND the American rear. This objective is marked as completed at start, only to be failed but able to be completed again because it is checked continuously.
• To focus on a vital intersection for the "Consolidate and advance" objective, I moved the village of Kyomachi one hex to the northeast. The villagers, when they return from hiding in the forests, will be amply compensated for their abrupt relocation.
• For the "Don't lose / destroy all armored units" objectives, tanks are covered by their class but the SPA's and TD's have to be individually listed in the trigger (just artillery or anti-tank class is going to include the towed guns). For both sides, I identified and included ALL such units as shown below, so if you want to add another of these SPAs or TDs on the map for either side, you can do so. However, in order to preserve my sanity, and for the sake of the trigger which probably could not accommodate them all, I did not attempt to include armored reconnaissance or AA guns, not even the AA/AT-switchables. I spelled this out in the objective descriptions. (By the way, the Marine LV1 is not included, either. That's not armored, I don't think; in any event, it would not be high priority. If you do want to include it with U.S. armored units not to be lost, just add it to the end of the "not to be lost" list in the trigger.)*

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• I added one more Japanese SPA, a Type 5 Ho-Chi, because I like even numbers (10 units) and I wanted to show off my new trigger. It's labeled "SP Art/6 Tank" like the other one and it's with the rest of the Jap armor.
• I added a couple of AA guns on Mount Kirishima just for show, since there are no air units in this scenario.**
• Arranged for adequate supply for both sides. Notes:
1) This scenario, I think, should be one in which supply comes from off the map. Especially for the Americans, because that's the premise of the scenario: Have they reached too far, too quickly in order to link up and are they stretched too thin?
2) Same idea for the Japanese; their supply would be coming from up north now.
3) EXCEPT, I provided for adequate supply for the teams defending Mount Kirishima, for it's a sure bet that they are going to be surrounded and cut off from other supply. Hence, the two primary VPs are 50 each and there are four supply dumps, each with 25. The player should not get a blank check by just cutting off the mountain from supply and waiting for its defenders to wither.
• Added garrisons for each of the "Consolidate and advance" VPs because none should just be a "walk-in."

*Interesting detail that I learned: If a unit is switchable, you must include both versions in a trigger like this. Else, only the version that the designer put on the map can be counted. I found that out by looking for the two Ho-Nis that were missing from the "destroy enemy armored units" objective count. I had picked the wrong versions (anti-tank, probably, while you chose the artillery version). Notice that the trigger doesn't differentiate as to the name of the unit, but these are not duplicates, I assure you:

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**In the scenario description, there is (slightly edited from the original): "Due to heavy rain, there is no U.S. air support available and the muddy ground is difficult, especially for armored units." Yet, shortly after writing that note above about the AA guns, I found this gaggle of geese! You need to resolve this contradiction one way or the other. If the air force stays in, better alter the scenario description accordingly.

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[Continued in next post.]
- Bru
bru888
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Re: BrucErik CSD Studio

Post by bru888 »

• I did not put any units into AI Teams. For one thing, you seem to have a lot of enemy artillery concentrated in the north central woods while all of your Jap armor is on the main north-south road. I would spread these units around, but that's up to you.
• What I did do was to make 11 AI Teams as shown below:

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They are all empty. You should populate them once you have seen, understood, and approved of how I scripted them. Please consult this map and the comments below:

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• I anticipated three AI teams for the Northwest region and three AI teams for the North Central region (red circles). The red arrows show the paths for which they are scripted, assaulting the west flank first (light green circles) in the case of Northwest teams, and then the primary VPs along the link-up corridor (blue circles). If the Japs take any light green circle before Turn 6, that fails the "Hold western flank for 5 turns" objective (which is final), and if they take ANY blue circle, that defeats the "Maintain the link-up corridor" objective (which can be reversed). All go to Seek & Destroy if ultimately successful.

To understand the names of the Mt Kirishima teams, just focus on the blue angles in this diagram. I merely named each team for the blue angle in each quadrant:

Circle Degrees.jpg
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• So, going back to the map above, the pink circle is divided into four quadrants. I propose that each quadrant be a separate team, already labeled, available for unit assignment, and they were scripted as follows:
- Turn 6 or beyond, if the two Mount Kirishima objectives are still in Jap hands, Mt Kirishima 135° attempts the sortie shown (pink arrow).
- Turn 12 or beyond, if the two Mount Kirishima objectives are still in Jap hands, Mt Kirishima 225° attempts the sortie shown (pink arrow).
- Turn 18 or beyond, if the two Mount Kirishima objectives are still in Jap hands, Mt Kirishima 45° attempts the sortie shown (pink arrow).
- Turn 24, if the two Mount Kirishima objectives are still in Jap hands, Mt Kirishima 315° attempts the sortie shown (pink arrow), disrupting a few of the "Consolidate and advance" objectives (dark green circles).

• If they take their sortie objective, but are subsequently thrown out by the Americans, they retire and join the Mt Kirishima Core defense.
• In any case, if either Mount Kirishima objective is taken by the Americans, all sorties are canceled and all Mount Kirishima teams mount a counterattack to retake it. Then they go on Seek & Destroy.
• Throughout, injured Mt Kirishima units (< 5 strength) join the Core defense.
• The Mt Kirishima Core team (purple oval) protects the two primary VPs at all times. It is augmented by injured units and assisted if one of the VPs falls into American hands.

All of the scripting triggers are in this folder:

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If you agree with the choreography, all you have to do is divide your Japanese land units into those 11 AI teams as you see fit.

Other notes:
• I don't see any deployment hexes. I am sure that you will take of that as necessary.
• Notice that the repeating "Link-up Corridor" triggers (Any Event) are either complete or fail while the "Hold Mount Kirishima" (Capture VP Event) triggers are either complete or open. The thinking is: the player either keeps the corridor linked (complete), or he has failed, whereas he can take and hold the mountain to complete the objective, or the issue is still in doubt (open). Both objectives can be completed and failed/opened repeatedly. The mountain objective evaluates at scenario-end and if still open, fails.
• When I imported triggers from 03Packard, and upon deleting unnecessary and duplicate triggers, I came across your "Partisans" folder. I thought to recycle it for 04Center but thought better of it when I saw the planning that went into it. However, I did notice this flaw that is on every trigger in the "Partisans" folder from 03Packard; you may want to correct this in that scenario:

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- Bru
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