This is the only one scenario I'd time to test.
The forces are now much more balanced.
The allied receives a M4 for free and none the german.
No bonus.
The news are in the counters, and in the system of victory that, if previously existed, I did not know.
A player that gets 4 flags wins immediately (sudden death).
I don't have an opinion yet, but I find this changes dramatically the way to play, and limits the strategy, you are obliged to go, to running fast, so it's not possible to have a strategic defensive position, umm, I would like to know what the community thinks about this.
This seemsi more for a race than for a strategy game.
You must choose the speedy vehicles and go for the flags, slow vehicles and infantry on food my no arrive on time to participate...
What do you think guys?
Winter Village Balance v 2.0.3
Moderators: Slitherine Core, BA Moderators
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pipfromslitherine
- Site Admin

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- Joined: Wed Mar 23, 2005 10:35 pm
Re: Winter Village Balance v 2.0.3
That does appear to be how the mission has been set up, yes. Not sure if that was the intent or not. We'll need to hear from Richard or Iain.
Cheers
Pip
Cheers
Pip
Re: Winter Village Balance v 2.0.3
I found another map issue in this scenario.
Infantry in forest 39,27, has been fired from 37,29 and from 36,30
All tiles around the fired unit are forest, 38,27; 38,28; 39,28
Infantry in forest 39,27, has been fired from 37,29 and from 36,30
All tiles around the fired unit are forest, 38,27; 38,28; 39,28
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IainMcNeil
- Site Admin

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Re: Winter Village Balance v 2.0.3
We're fixing the mission ending early issues and adding a more cash and few more unit choices as some of the maps felt a bit sparse.
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GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
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- Location: Palau
Re: Winter Village Balance v 2.0.3
Thanks Iain, Sounds perfect. Fixed AT guns (17 pdr or 25 pdr) and/or mortars please*. Transports would be v useful for larger maps, eg. Meeting Engagement. There should be a benefit to buying transports and getting into nice positions early versus taking 5-10 turns longer to plod your infantry towards the action.IainMcNeil wrote:We're fixing the mission ending early issues and adding a more cash and few more unit choices as some of the maps felt a bit sparse.
*Sorry to keep chasing for fixed AT guns/transports, but in reality the Allies needed well placed AT to defend (think early to mid North Africa, Kursk) or they flooded a theatre with air cover and numerical superiority on the ground (late North Africa, Italy, race to the Rhein) to take on technically better German equipment... I've just taken out two Panthers in a Meeting Engagement Map BUT it required (i) ensuring that none of his infantry could see 7 tanks moving behind his Panthers (not easy), (ii) two Priests and a Calliope to soften up the Panthers immediately before the charge, (iii) three Shermans to close in, in hunt mode, from behind, and (iv) a scout right next to him to deliver the final charge (because the last Panther was reduced to morale -18 but wouldn't die; even still he shot my scout first and I was lucky not to be suppressed). That exact combination is necessary but won't be possible for most games...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
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GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Winter Village Balance v 2.0.3
Quick afterthought: Asked elsewhere if we could have one or two regular M26E3 Pershings to even up the odds versus a team of Panthers or a Tiger II... But realise it might be troublesome to create new units, so I wonder if a simpler solution might work... Could you let Allied players choose one or two Sherman Fireflies in their force selection? The Firefly is already included in your Normandy scenarios and the 86-34-66 Hard Attack-Soft Attack-Defence stats make them a tougher match (than the Sherman 76 or M36 tank destroyer) for Panthers (88-39-86) or Tiger IIs (100-43-100)... it's also historically accurate since there were >2,000 Fireflies in action throughout Northern Italy, Normandy and the race to the Rhein (versus only about 300 M26E3 Pershings shipped to Europe before VE Day, although the M26 would be nice for sure!
).
In the Firefly's most famous action, a group of four Tiger tanks from 101st SS Heavy Tank Battalion supported by several Panzer IV tanks and StuG IV assault guns were ambushed by Fireflies from A Squadron, 1st Northamptonshire Yeomanry, 33rd Armoured Brigade, A Squadron, the Sherbrooke Fusilier Regiment, 2nd Canadian Armoured Brigade and B Squadron, The 144th Regiment Royal Armoured Corps, 33rd Armoured Brigade on the morning of 8 August 1944 during Operation Totalize. While B Squadron stayed around the village, A and C Squadrons moved further south into a wood called Delle de la Roque. C Squadron positioned themselves on the east side of the woods and the understrength A Squadron in the southern portion with No. 3 Troop on the western edge of the wood. From this position, they overlooked a large open section of ground and were able to watch as German tanks advanced up Route nationale 158 from the town of Cintheaux. Under strict orders from the troop commander, they held their fire until the German tanks were well within range. Ekins, the gunner of Sergeant Gordon's Sherman Firefly (Velikye Luki - A Squadrons tanks were named after towns in the Soviet Union) had yet to fire his gun in action. With the Tiger tanks in range, the order was given to fire. What followed was an almost 12 minute battle that saw Ekins destroying all three Tigers that No. 3 Troop could see; there were actually seven Tiger tanks in the area heading north along with some other tanks and self propelled guns. A short time later, the main German counterattack was made in the direction of C Squadron. A Squadron (less Sgt Gordon who had been wounded and had already bailed out of the Firefly) moved over to support them and in the resulting combat, Ekins destroyed a Panzer IV before his tank was hit and the crew were forced to bail out. One of the Tigers Ekins is credited with knocking out was that of Michael Wittmann, though there is still some controversy over whether Ekins really killed Wittman, as Sherman Fireflys of the Sherbrooke Fusilier Regiment also fired at the Tigers from a closer range of 150 m.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Re: Winter Village Balance v 2.0.3
The ending early should be eliminated in each scenario. In Street fighting scenario, with that rule, I tried several times and I always win at the second turn.IainMcNeil wrote:We're fixing the mission ending early issues and adding a more cash and few more unit choices as some of the maps felt a bit sparse.

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pipfromslitherine
- Site Admin

- Posts: 9886
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Winter Village Balance v 2.0.3
Yes - turns out it was a mistake. We are uploading a fixed version now. The new versions also have some greater unit choice, so should be better too.
Cheers
Pip
Cheers
Pip
