[GJS_BA] Invasion

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GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

Granfali wrote:
GottaLove88s wrote:Since there was some confusion, could you permit Morge to withdraw to Gold this time and this time only? And there will be no doubt in anybody's mind for next time. No excuses.
Sure mate, np.
Huge thanks and huge sorry... from me and from Morge...
Put him in Gold and we won't do it again. :oops:
Last edited by GottaLove88s on Mon Sep 10, 2012 4:33 pm, edited 1 time in total.
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
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Re: [GJS_BA] Invasion

Post by Granfali »

Casualities

Germans - 914/352
1Marder III
4 Stug III
2 Inf
1 FT
1 PzShreck
6 Engineer
British - 69/50
3 Shermans
2 Bren
3 Engineers
1 Piat
4 Infantry
2 Scout[/quote]

If a BG is dissolved it add an extra 10% casualities among every unit type in its pool (with a minimum of 1 of each)
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Re: [GJS_BA] Invasion

Post by Granfali »

6PM Bois du Bavent Meeting Engagement

Granfali - Gottalove88

Battle finished. Map taken by british side. 192 / 21 withdraws.

Casualities

Germans - 192/21
1 Marder III
1 Puma
5 Inf
2 251/1
4 251/9
British - 6AL/6
2 Bren Carriers
4 Paras
3 Piat
Last edited by Granfali on Tue Sep 11, 2012 3:54 pm, edited 1 time in total.
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

Granfali wrote:
Granfali wrote:Casualities

Germans - 914/352
1Marder III
4 Stug III
2 Inf
1 FT
1 PzShreck
6 Engineer
British - 69/50
3 Shermans
2 Bren
3 Engineers
1 Piat
4 Infantry
2 Scout
If a BG is dissolved it add an extra 10% casualities among every unit type in its pool (with a minimum of 1 of each)
@Granfali,

So is this right?

If 69/50 had been dissolved, we would have lost 27 units instead of 15... because of the +10% penalty, rounded up...

6 Shermans = 3 lost + 3 penalty (10% of 24 in pool, rounded up)
1 Firefly = 1 penalty (10% of 8 in pool, rounded up)
1 Mortar = 1 penalty (10% of 4 in pool, rounded up)
3 Bren MG = 2 lost + 1 penalty (10% of 1 in pool, rounded up)
4 Engineers = 3 lost + 1 penalty (10% of 6 in pool, rounded up)
2 Piats = 1 Piats lost + 1 penalty (10% of 5 in pool, rounded up)
1 Flamethrower = 1 penalty (10% of 2 in pool, rounded up)
6 Infantry = 4 lost + 2 penalty (10% of 19 in pool, rounded up)
3 Scouts = 2 lost + min 1 of 10% penalty


SCARY!! That's a big bad OUCH we gotta avoid...
Last edited by GottaLove88s on Mon Sep 10, 2012 8:41 pm, edited 1 time in total.
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
Granfali
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Re: [GJS_BA] Invasion

Post by Granfali »

Not exactly. First of all you deduct casuality battles. Once done, you apply -10% in every unit in the pool (not in the battle)... so, you deduct 10% over infantry, over engineers, over shermans, over fireflies, over mortars, vickers, piats and flamethrowers individually.

For example, 69/50 has 21 Shermans at the begining of the battle. Lost 3 during battle. Rest 18... then apply -10% rounded up = 2. So rest 16. Total loss 7AM turn = 5 (not 6).

Scouts and Bren carriers are not "unit types" in the pool (don't have "numbers"... so -10% is not applied). They are considered "infantry" at pool casualities effects.
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Re: [GJS_BA] Invasion

Post by Granfali »

6PM Colombelles Meeting Engagement

Granfali - random27

Battle finished. Map taken by british side. II / 22 / 21 withdraws.

Casualities

Germans - II/22/21
1 Panzer III
1 Pz IV
2 251/9
3 Infantry
1 Engineer
British - 3/6
3 Paras
1 Flamethrower
1 Piat
1 Scout
Last edited by Granfali on Tue Sep 11, 2012 2:35 pm, edited 1 time in total.
random27
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Re: [GJS_BA] Invasion

Post by random27 »

sorry but i think it was just 1 flamethrower who died
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

@Granfali,

The guys (3 of whom are playing Enric's latest City River scenario) asked if we could add mortars firing smoke rounds to GJS.
Enric has emailed me the code to do this. Would you like to "test" this for June 7th PM?
:?:
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
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

@Granfali...

Proposed Rule Change

To add extra realism/significance to attack/move/defend orders.

Right now, GJS determines the sequence of orders by (i) recon, (ii) panzer, (iii) mixed inf/armour, (iv) infantry, and then top to bottom of map. It is logical that a panzer should be faster than a grunt, but the top to bottom of map is random... In reality, assaults were timetabled with specific units advancing at specific times, and that likely meant infantry or paras first (Montgomery was an absolute nutter for this).

We want to list our orders for each of our BGs numerically, from 1 to x...

Consequently, orders for both sides would be executed as German 1st move, Allied 1st move, German 2nd move, Allied 2nd move, etc... We will still submit all of our moves at the same time, just listed from 1 to x... German BG always moves first, as currently.

That permits both sides to prioritise their strategic goals. It feels like this would improve GJS, making it even more strategic... On the plus side, it also means that you don't have to keep checking the map to figure out which BG comes next, lol.

Fair?
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
Granfali
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Re: [GJS_BA] Invasion

Post by Granfali »

random27 wrote:sorry but i think it was just 1 flamethrower who died
Corrected. Thx. :wink:
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Re: [GJS_BA] Invasion

Post by Granfali »

GottaLove88s wrote:@Granfali...

Proposed Rule Change

To add extra realism/significance to attack/move/defend orders.

Right now, GJS determines the sequence of orders by (i) recon, (ii) panzer, (iii) mixed inf/armour, (iv) infantry, and then top to bottom of map. It is logical that a panzer should be faster than a grunt, but the top to bottom of map is random... In reality, assaults were timetabled with specific units advancing at specific times, and that likely meant infantry or paras first (Montgomery was an absolute nutter for this).

We want to list our orders for each of our BGs numerically, from 1 to x...

Consequently, orders for both sides would be executed as German 1st move, Allied 1st move, German 2nd move, Allied 2nd move, etc... We will still submit all of our moves at the same time, just listed from 1 to x... German BG always moves first, as currently.

That permits both sides to prioritise their strategic goals. It feels like this would improve GJS, making it even more strategic... On the plus side, it also means that you don't have to keep checking the map to figure out which BG comes next, lol.

Fair?
If categories are respected we can introduce your proposal. Recon first, then panzer/armored... etc. Within each category, we remove up/down factor and introduce 1º, 2º, 3º... as we want.

But Armored BGs move before that Infantry BGs always ok?
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Re: [GJS_BA] Invasion

Post by Granfali »

GottaLove88s wrote:@Granfali,

The guys (3 of whom are playing Enric's latest City River scenario) asked if we could add mortars firing smoke rounds to GJS.
Enric has emailed me the code to do this. Would you like to "test" this for June 7th PM?
:?:
Sure. How many turns smokes remain once fired?
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

Granfali wrote:If categories are respected we can introduce your proposal. Recon first, then panzer/armored... etc. Within each category, we remove up/down factor and introduce 1º, 2º, 3º... as we want.

But Armored BGs move before that Infantry BGs always ok?
Hmmm... Almost ok...
Tell you what, Let's compromise?
1st batch of moves = Recon, Armoured & Mixed (your categories 1 & 2 in Rulebook 7.6) - ordered by general's priority
2nd batch of moves = Motarized, Infantry & Airborne (your categories 3 & 4 in Rulebook 7.6) - ordered by general's priority
So all recon, armoured & mixed will always move before all motarised, infantry & airborne...

Otherwise paras will always be absolutely last, at the same speed as the lousy VGs, which feels unrealistic/unfair...
:?:
Last edited by GottaLove88s on Tue Sep 11, 2012 4:41 pm, edited 1 time in total.
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
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

Granfali wrote:Sure. How many turns smokes remain once fired?
1 or 2 turns I believe... I'll test it tonight and let you know... 1 feels too short, more than 2 would be too long...
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
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

GottaLove88s wrote:
Granfali wrote:Sure. How many turns smokes remain once fired?
1 or 2 turns I believe... I'll test it tonight and let you know... 1 feels too short, more than 2 would be too long...
Interesting... I've just tried this out... It's cute.

Essentially all bombard units, eg. mortars, 25 pdr, gain a new command called "smoke" at the same range as their normal bombard. When the bombard fires "smoke" it inflicts reduced damage on its target but instead leaves floating smoke where the shots fall.

Effectively this smoke is like a "blocking tree"... You will be seen (by scouts) if you go to the edge, but anything you do behind it is completely hidden. BA also recalculates LOS, so all vision, at any range behind the smoke, becomes hidden to the enemy.

Smoke lasts for one turn but, frankly, if you have a mortar in range you can put up another round the next turn anyway. I can see this being awesome (to use) and maddening (to have it used on you) at the same time.

Thoughts gentlemen? All those in favour for a "test" June 7th PM, say "Aye".
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
gortwillsaveus
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Re: [GJS_BA] Invasion

Post by gortwillsaveus »

Aye!
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Re: [GJS_BA] Invasion

Post by morge4 »

Aye!
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Re: [GJS_BA] Invasion

Post by k9mike »

Aye
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Re: [GJS_BA] Invasion

Post by Granfali »

GottaLove88s wrote:
Granfali wrote:If categories are respected we can introduce your proposal. Recon first, then panzer/armored... etc. Within each category, we remove up/down factor and introduce 1º, 2º, 3º... as we want.

But Armored BGs move before that Infantry BGs always ok?
Hmmm... Almost ok...
Tell you what, Let's compromise?
1st batch of moves = Recon, Armoured & Mixed (your categories 1 & 2 in Rulebook 7.6) - ordered by general's priority
2nd batch of moves = Motarized, Infantry & Airborne (your categories 3 & 4 in Rulebook 7.6) - ordered by general's priority
So all recon, armoured & mixed will always move before all motarised, infantry & airborne...

Otherwise paras will always be absolutely last, at the same speed as the lousy VGs, which feels unrealistic/unfair...
:?:
This could be a solution. Within each category, every side commander decides order of movement. But, to start any category, previous categories have to be finished.
1ª Auflarer
2ª Panzer / Armored or Mixed
3ª PzGrenadier / Motorized
4ª Infantry / Airborne

*Sorry if my "english" is difficult to understand... :oops:
GottaLove88s
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Re: [GJS_BA] Invasion

Post by GottaLove88s »

Ok, ok... I'm not ecstatic that paras will always move last, but this is an improvement... We accept
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
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