B44's Battle of the Bulge - The Defence of Eupen

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morge4
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by morge4 »

Brummbar44 wrote:Good job Morge! Wiped me off the map..and did give me a good idea that will add to the campaign feel...more on that in a below.

I don't know what I was thinking when I thought I could see the casualties at the end of the game! I forgot it just gives you the totals not the types (fortunately for Morges game, it doesn't matter, all of the Allies were eliminated)...so I would ask if either player is about to end the game through ending turns, please post a screenshot of the dead units screen so I can determine what units get converted back to figures.

At this point, I'm also going to announce the 'cut-off' so no new games will be considered for the results aspect only the games that are currently running (ie. Mike, KingT and Random still have a horse in the race...I hope for the Allies sake the result isn't Morges...he rolled all hits! LOL! Again, it was a great game, thanks Morge!)
I loaded my dice! :twisted:

I enjoyed it also and am looking forward to more! Thanks for putting this together BB44!
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by k9mike »

Mac, All great points...Love the idea of carrying over some promotion...that is a neat idea that I have always thought would be cool. Will keep track of all units and give you all units destroyed and what units have advanced promotions. Hopefully "Smoke" next round...Hold the Bridge please...lol.
Also, would be neat if we could put names like we were talking about...especially if its a very common, high profile commander etc...
Again...great stuff Mac and am really enjoying this so far.. Your Sherman 76s did a number...good position on that end area. ;) Sure wish my Panther would have been there instead..lol.
Mike
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by morge4 »

Brummbar44 wrote:Ok, to continue...I'll be looking for everyone's feedback on the battle in general...but here's an idea I came up with in Morge's wipe me from the map game.

At least 2 of his Panthers earned Elite status (maybe more Morge?) so to have some fun with campaign continuity I was thinking that unit would earn a rank. So the next battle it participates in, I'll set it up to the next rank (corporal, not elite again per se). We might need a screen shot of some sort to show what units...and it's just an idea at this stage so comments and or concerns are certainly welcome.

Here are a couple of points for the next battle...
- If supplies are present that side gets 1 HMG unit (regardless of how many supplies) - Oh! Please note; the flags in the battle have no effect on victory of the battle, if captured they translate into destroyed supplies.
- Attacker should go first (my bad)
- a little more separation in the deployment areas (I blitzed poor KingT after learning the lesson from Mike and Morge...there should've been a little more space and it would've made a difference)
- re-visit battle duration - perhaps a small should be 12 turns, Medium 16, and large 20...thoughts?
- and I have to figure out how to stop the promotion from giving away a unit position...I'm sure I saw something about that somewhere?

Oh...one more thing (for the random result roll)

1 = Morge (Axis) v. B'44 (Allies) - fin
2 = k9mike (Axis) v. B'44 (Allies)
3 = KingT (Axis) v. B'44 (Allies)
4 = B'44 (Axis) v. random27 (Allies)
I believe one of my infantry reached Elite status but got killed off a couple of turns later. Others were just the single (Silver) chevrons.

I like that for duration...12, 16 and 20.

:idea: How about using the 'Supply flags' to allow certain Bonuses to that side? Instead of a HMG (which are slow to move but would most likely be used to defend the 'supply'), say Drill SGT, Resupply, Rally or Medic? Or make Rally a standard bonus and allocate the others from the flags?

:idea: or use MERR's map (gotta find the map name) that when you take a point/position it gives you the bonus? (that map also gave you para's but I'm sure it can be taken out...)

MERR's Random map...I have the files if you want/need them
k9mike
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by k9mike »

Good points Al. ;) This is getting so cool. Love this input from everyone.
I have 1 panther that is Elite status...lets see if he makes it...lol. Got the other at 2 stripes..HT with 2 stripes(but is probably going to get smoked), and a couple of VG units that have 2 stripes, but are pretty chewed up. This one has been back in forth pretty good. Mac is really schooling those VG guys..;)
Sure wish I had some Fallschirmjagers, SS, or maybe even Skorensky's Unit...lol
Hey...any chance we see them in action?? They were around Malmedy on the 17th??
SS Jagdverband 502...
Keep it coming Mac!! This is great work. :) This is why I like gaming...to try to use the real history and make it fun and interesting.
Mike
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

GottaLove88s wrote:
Brummbar44 wrote:I have to figure out how to stop the promotion from giving away a unit position...I'm sure I saw something about that somewhere?
Looks good, Mac!
To remove the promotion stars animation, copy the MoraleTools.BSF from the GJS'44 campaign.
I've // remarked out the code that displays "promotion" and the stars animation, because it was too much of a position giveaway.
Good luck...
Ahhh...I think I lost some of the files in moving them (thus the bridge smoke! LOL!). Thanks Jon!
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

k9mike wrote:Mac, All great points...Love the idea of carrying over some promotion...that is a neat idea that I have always thought would be cool. Will keep track of all units and give you all units destroyed and what units have advanced promotions. Hopefully "Smoke" next round...Hold the Bridge please...lol.
Also, would be neat if we could put names like we were talking about...especially if its a very common, high profile commander etc...
Mike

Thanks Mike, and right, I forgot to mention Mike's idea about somehow being able to label the units. Not sure that it is possible. I thought about hover...but I think that would mean making a squads sheet that has a ton of info. It would be great if we could designate units in BA.
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

morge4 wrote:
:idea: How about using the 'Supply flags' to allow certain Bonuses to that side? Instead of a HMG (which are slow to move but would most likely be used to defend the 'supply'), say Drill SGT, Resupply, Rally or Medic? Or make Rally a standard bonus and allocate the others from the flags?

:idea: or use MERR's map (gotta find the map name) that when you take a point/position it gives you the bonus? (that map also gave you para's but I'm sure it can be taken out...)

MERR's Random map...I have the files if you want/need them
Good idea Morge! I agree about Rally being standard (it is almost essential for the VG)...I think I have Merr's randoms so I'll have a look at those, thanks. Do you know if the bonuses can change hands depending on who controls the objectives?
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by GottaLove88s »

Brummbar44 wrote:
k9mike wrote:Mac, All great points...Love the idea of carrying over some promotion...that is a neat idea that I have always thought would be cool. Will keep track of all units and give you all units destroyed and what units have advanced promotions. Hopefully "Smoke" next round...Hold the Bridge please...lol.
Also, would be neat if we could put names like we were talking about...especially if its a very common, high profile commander etc...
Mike
Thanks Mike, and right, I forgot to mention Mike's idea about somehow being able to label the units. Not sure that it is possible. I thought about hover...but I think that would mean making a squads sheet that has a ton of info. It would be great if we could designate units in BA.
Mac, do u remember ur (ingenious!) idea to create extra squads.csv rows for our "out of supply" low morale units in GJS'44? That's your answer to individual unit labelling for Mike. Create a new unit, by copying an existing unit type, eg. Panther, then give that your new unit ID a different name in text1.txt, say "Pz Lehr I" or "Fuhrer Begleit Bde" for St Vith... To copy actual examples, the technique is used in latest GJS'44 upload and extensively in rf900's very cool Saving Private Brian campaign, where he also modifies other characteristics for his "specials"... Obviously only do it for a few key commanders, but used like that, it would be kinda neat... :D
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
k9mike
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by k9mike »

Well you don't need to worry about labeling my panthers... Lol
Mac pulled a great second half on our battle an smoked me...guess thats revenge for what happened in the other battle with Al...;) had some poor moves an bad rolls...good game Mac... you did very well... got those Sherman's promoted. hopefully you roll our battle.;)
Mike
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by morge4 »

Brummbar44 wrote:
morge4 wrote:
:idea: How about using the 'Supply flags' to allow certain Bonuses to that side? Instead of a HMG (which are slow to move but would most likely be used to defend the 'supply'), say Drill SGT, Resupply, Rally or Medic? Or make Rally a standard bonus and allocate the others from the flags?

:idea: or use MERR's map (gotta find the map name) that when you take a point/position it gives you the bonus? (that map also gave you para's but I'm sure it can be taken out...)

MERR's Random map...I have the files if you want/need them
Good idea Morge! I agree about Rally being standard (it is almost essential for the VG)...I think I have Merr's randoms so I'll have a look at those, thanks. Do you know if the bonuses can change hands depending on who controls the objectives?
I think the code right now is whoever gets it first retains it (they start off as neutral flags). Not sure if you could chage it to allow it to switch if the other side took it?
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by kingt »

My VG group got smoked by a very nice early counter-attack from Brummbar44. Those guys really can't put up a fight, especially since I decided not to mix armor and infantry in that particular deployment. Retrospectively, that wasn't such a great idea.

So now my cats are dug in waiting patiently for the turns to pass by. They'll live to fight another day - although I have to get used to the new mechanics here, that the attacker is advantaged in this type of game (attacker doesn't lose any units after BA battles).

Like the idea of carrying over promotions, and also the Rally bonus, especially for BGs that have a lot of VG merry men. They really need it to be able to put up some sort of a fight :D Random bonus also sounds interesting, provided it can change hands depending on what side holds Flags.

I noticed that the HMG can't move by itself though. Should it have such powers or is it regular BA HMG?

Looking forward to the next fights as well.
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

GottaLove88s wrote: Mac, do u remember ur (ingenious!) idea to create extra squads.csv rows for our "out of supply" low morale units in GJS'44? That's your answer to individual unit labelling for Mike. Create a new unit, by copying an existing unit type, eg. Panther, then give that your new unit ID a different name in text1.txt, say "Pz Lehr I" or "Fuhrer Begleit Bde" for St Vith... To copy actual examples, the technique is used in latest GJS'44 upload and extensively in rf900's very cool Saving Private Brian campaign, where he also modifies other characteristics for his "specials"... Obviously only do it for a few key commanders, but used like that, it would be kinda neat... :D
Thanks Jon, Yes, that's what I was thinking but it would mean a pretty big squads.csv (named units for each different type in that unit).

I guess it's the only way to do it though. Maybe a good idea for BA2.
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

morge4 wrote:
Brummbar44 wrote:
morge4 wrote:
:idea: How about using the 'Supply flags' to allow certain Bonuses to that side? Instead of a HMG (which are slow to move but would most likely be used to defend the 'supply'), say Drill SGT, Resupply, Rally or Medic? Or make Rally a standard bonus and allocate the others from the flags?

:idea: or use MERR's map (gotta find the map name) that when you take a point/position it gives you the bonus? (that map also gave you para's but I'm sure it can be taken out...)

MERR's Random map...I have the files if you want/need them
Good idea Morge! I agree about Rally being standard (it is almost essential for the VG)...I think I have Merr's randoms so I'll have a look at those, thanks. Do you know if the bonuses can change hands depending on who controls the objectives?
I think the code right now is whoever gets it first retains it (they start off as neutral flags). Not sure if you could chage it to allow it to switch if the other side took it?
I recall that in the Crete campaign too...I'll have a look at those...maybe there could be a way to change hands or at least give it to the attacker if they capture it.
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

kingt wrote:although I have to get used to the new mechanics here, that the attacker is advantaged in this type of game (attacker doesn't lose any units after BA battles).
Very important to note; on the A&A-BB board the attacker risks nothing in attacking so that also translates to the BA field...none of the attackers losses are applied to the attackers figures. However, attacker losses in BA will offset defender losses. See graphic below for details....
kingt wrote:I noticed that the HMG can't move by itself though. Should it have such powers or is it regular BA HMG?
I just left them as standard BA HMG...they do have transport though.
kingt wrote:Looking forward to the next fights as well.
Glad to hear and thanks for the support on this first battle guys. I cut my teeth on it (bridge mortar shall forever be a classic now!) and know what needs to be fixed for the next one (which looks like another German attack at F-8 Clervaux). Just going to try to wrap up my last battle with random27...but maybe I should establish some kind of cut off there as well so players who are active can get back into the action quicker.
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

Ok, here is an explanation of how the BA units will convert back to BB figures...hope it makes sense...but feel free to ask any questions.

Image
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by kingt »

Yeah that makes a lot of sense, thanks for the visual aid.

And yes, those are my VGs there. They were available for a special buy-one-get-9 offer. They literally flew off the shelves in seconds. :)))

As for cut offs, I'll play through the campaign, so count me in.
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by Brummbar44 »

kingt wrote:Yeah that makes a lot of sense, thanks for the visual aid.
Great. Players won't need to worry too much about figuring this out, I'll do it...I just wanted everyone to understand the process better so maybe it will help with planning and tactics.
kingt wrote:And yes, those are my VGs there. They were available for a special buy-one-get-9 offer. They literally flew off the shelves in seconds. :)))
To be fair to KingT here, I did get a jump on them and took them by surprise without (thankfully) any armour around. Otherwise it would've been a different CasRep altogether!
kingt wrote:As for cut offs, I'll play through the campaign, so count me in.
For 'cut-offs' I'm meaning more in terms of days to play out the current scenario so that it doesn't drag on too long.

Here is how I see the process unfolding moving forward...
  • 1) A BA battle is announced and the files uploaded.
    2) Players download the battle and find themselves opponents to play (anyone can play these not just players currently involved. So Morge4 could play Mike or me or KingT or GL88's or someone else or all of us!)
    3) Battles are fought out and a screenshot of casualties is taken, flags captured and surviving elites noted.
    4) Players post those results here
    5) A 'Cut-Off' time will be posted once a couple of battle results are in...then players must try to finish and post their results before the 'cut-off' time in order to be eligible as a result in the BB board.
    6) After 'Cut-Off' I'll assign numbers to the posted reports then go to the A&A-BB board and roll a d12 and compare it to the numbers assigned to the results to determine which of the results is the result on the BB board.
In this way we can avoid delays in the game because one or two players might be indisposed for a length of time. It's almost like a lottery, you have to have your ticket printed by the time the winnings will be announced (sorry, no millions here to be won, just fun and my thanks!)
k9mike
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by k9mike »

kingt wrote:Yeah that makes a lot of sense, thanks for the visual aid.

And yes, those are my VGs there. They were available for a special buy-one-get-9 offer. They literally flew off the shelves in seconds. :)))

As for cut offs, I'll play through the campaign, so count me in.
KT, you were not alone in the VG dept...lol. I got smoked to..;) They are not very good...I had 4-5 opps to satchel his shermans(2 times each) and still did not get anything...and he satcheled one time and took out a panther...go figure...lol(could be alot to do with my luck...hehehe).
I am having alot of fun with this and its really quite neat. I am in...an will fight on...:)
Oh yah...and by popular demand...my "Bridge Too Close"...lol
Attachments
A Bridge Too Close_lol.jpg
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kingt
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by kingt »

Well it does provide cover, doesn't it? That's the purpose of smoke. :)
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Re: Brummbar's Challenge - German panzers move on St. Vith!

Post by morge4 »

Did it go away like smoke does after a turn...or was it permanent?
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