Blitzkrieg 41-42

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Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

Erik wrote:Crete

If branching was working in OOB (you could select next battle), then I'd split Crete in three versions for the battles at Maleme, Rethimnon and Iraklio.
An I'd keep the full-scale version for multiplayer which for some reason appears more balanced thasn the campaign version.

The original PzC Crete scenario was divided in two, one naval and one air. But it was all pretty fictional whithout even a slight nod at history. I remember I was really disappointed with this when I placed the original campaign.
So for OOB i decided to roll my own.
It is a difficult scenario to balance.
@Erik: Yeah, I would prefer small-scale battles once in a while in a DLC, too. You know, three missions on the same map, but each different objectives progressing slowly over several missions. 20-25 turns each. Those 100 turn slogfest are a bore.

@everybody: Has anybody progressed into Crete so far? The first two missions seem to work out already. I cant do it for the next few days. So chip in, guys.
GiveWarAchance
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Re: Blitzkrieg 41-42

Post by GiveWarAchance »

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Last edited by GiveWarAchance on Tue Mar 14, 2017 6:55 pm, edited 1 time in total.
prattaa
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Re: Blitzkrieg 41-42

Post by prattaa »

Metaxis Line - I would recommend increasing scenario length to at least 16 turns. Otherwise everything checked out with the objectives.
Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

prattaa wrote:Metaxis Line - I would recommend increasing scenario length to at least 16 turns. Otherwise everything checked out with the objectives.
OOB-combat is generally less lethal than PzCorps, so an increase in scenario length is often needed.
Done
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Thanks for your efforts. :D
Also - if I swap the whole campaign in my folder for the next version, can I just reload any previous old saves? Are savegames and campaigns closely tied together in the files or just loosely related? To be more precise - what data is actually contained in a save? Does the mission file hold everything and the save just locations of units and so on or do they have to match closely? Havent tried anything yet, maybe Sunday. Mayyybe.

Another thing - can you edit unit stats specifically for this campaign? If yes, you could make Brest fortress stronger and give that aux mortar a bigger kick. This way, it actually makes sense to have the thing. Also, you could give the Waffen SS units a bigger punch than the regulars. They were elite units, at least equipment wise. This way, the specialisation would make more sense as in Blitzkrieg and it would more closely resemble the elite units in Panzercorps. (Sorry, have zero experience with the editor.)

Final thought: I like how you used extra pictures for events in Crete. The devs hardly used it or too little. However, in Crete it is a bit too much, you bounce around the map with your focus when you get those reinforcements. In Minsk, I would prefer some more. Really adds to the immersion, the briefings are always a bit stale (not your fault).

Keep up the good work, Erik. And everybody else - help Erik out. This is free content with excellent potential.
prattaa
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Re: Blitzkrieg 41-42

Post by prattaa »

@Andy, I think the scenario is saved with your save game. So any saves you make to replay should be done from the campaign screen. As a test I can delete the entire campaign folder and still load the save game and play the now deleted scenario.
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

prattaa wrote:@Andy, I think the scenario is saved with your save game. So any saves you make to replay should be done from the campaign screen. As a test I can delete the entire campaign folder and still load the save game and play the now deleted scenario.
Okay, that seems a bit odd. Why save the campaign data then? I mean, all those photos Erik is using should be there or do are they copied somewhere else, too? This doesnt feel right.
Erik, what do you know about this? With all these new versions, I am struggling to tell them apart.
prattaa
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Re: Blitzkrieg 41-42

Post by prattaa »

Andy2012 wrote:
prattaa wrote:@Andy, I think the scenario is saved with your save game. So any saves you make to replay should be done from the campaign screen. As a test I can delete the entire campaign folder and still load the save game and play the now deleted scenario.
Okay, that seems a bit odd. Why save the campaign data then? I mean, all those photos Erik is using should be there or do are they copied somewhere else, too? This doesnt feel right.
Erik, what do you know about this? With all these new versions, I am struggling to tell them apart.
All of that stuff is with the campaign files. I'm saying the actual scenario (terrain, units, objectives, etc) seems to be saved with the game save. So if you were on turn 4 of Crete and Erik put out a new version of Crete, your save game would still play the old scenario. You would have to restart the scenario to get the new version.
Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

My understanding is that the save is similar to a scenario saved at a specific time with the units and objectives as is.
The campaign file holds the data of which is the next scenario in line and what happens with the various outcomes.
An outcome can lead to ending the campaign with a loss, playing a specific sceanrio or a campaign ending in victory.
The data file also contains the markers on the strategic map ion-between scenarios.

I may update the campaign file, but the scenario structure will be the same for a finished campaign like 39-40.
For 41-42 I add new scenarios and also add info for these in the campaign file.

In short, if you have an earlier save you should be able to pick up your campaign after the data file has been updated.

You could always open the data.cmp file and check it out. It is only a txt file.

Here's an example from the file. Result are read as major defeat, minor defeat, draw, minor victory, major victory
In Seimnferopol, a major victory will take you straight to the Sevastopol Assault scenario.
All other results take you to the Sevastopol Siege scenario.
-2 equals end of campaign (loss), -1 equals end of campaign (last scenario played)

[Simferopol]
location = 4.976,-1.56
scenario = 16Simferopol
result = 17,17,17,17,18
core = wehrmacht 4.976,-1.56
flag = ussr 5.995,-1.025
arrow = 50,50,50 5.617,-1.151 4.976,-1.56

[Sevastopol Siege]
location = 4.976,-1.56
scenario = 17SevastopolS
result = -2,-2,18,18,18
core = wehrmacht 4.976,-1.56
flag = ussr 5.995,-1.025
arrow = 50,50,50 5.617,-1.151 4.976,-1.56

[Sevastopol Assault]
location = 4.976,-1.56
scenario = 18SevastopolA
result = 19,19,19,19,19
core = wehrmacht 4.976,-1.56
flag = ussr 5.995,-1.025
arrow = 50,50,50 5.617,-1.151 4.976,-1.56

Hope that helps
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Okay, Crete is working now, won in 16 turns. Supply issues solved, but your success in the initial landings still depends a lot on that those paras drop right into the villages.
Didnt manage to kill the last RAF and just 4 out of 6 RN vessels. The RAF just retreats to that airstrip in the southeast and couldnt reach it there before I had all objectives lined up.
Also landings in the Northwest maybe need an additional supply ship, or else you have to wait till the guys from Maleme relieve that pocket. Your choice.
Minor things: I would remove some of the photo events for resupply with support units. Would rather add a photo event for when the RN shows up, text "Hurry up, RN is coming to provide fire support."
Also, the victory photo seems to be an allied soldier sprinting, not a German para. Or am I mistaken? (Really minor things)

I know the map now like the back of my hand, I wonder how everybody else did. Guys?
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Almost forgot - you did modify the Waffen SS specialisation, right? Now has three stages, but just the first one has text.
How does that one work?
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Re: Blitzkrieg 41-42

Post by Andy2012 »

@Erik: Played the latest version of Minsk now, 10 turns. Road between objectives works like a charm, thanks.
Minor issues, should be fixed:
1. The aux mortar still does not have transport. Useless this way.
2. Do not have enough supply to fully use my army command points. Maybe add some off-map supply from the start - or is it intentional?
3. Never thought I would write this, but 3000 and more credits is just too much. Or do I need that hoard later on?
4. Why do all the airstrips I conquer transform into field airstrips?
5. Kill soviet planes before turn 9 works better now. But I still think you need to tweak this. Right now, the fighers float next to the airstrips and I need to attack them with fighters or AA. Why arent they on the ground as in Blitzkrieg, so my Stukas can destroy the hangars? The way it is now, I need a ton of fighters. Having them hangared until turn 9 would be more realistic and fun.
6. Autodestructing bridges are used too often. Confusing.

Despite all these minor bugs, Minsk is working now. (At least from a turn 10 perspective.)
prattaa
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Re: Blitzkrieg 41-42

Post by prattaa »

Agree with most of Andy's points on Minsk. I skipped Crete so my req points are not high. Soviet fighters should start on the ground and it should be a mix of bombers as well, not just fighters. The airfields turning into airstrips is cumbersome and gets in the way. Ex. my unit is on the airfield and moves over a hex to move another unit up to get flanking bonus on entrenched enemy in adjacent town and now an airfield pops up to block the hex. Missing Panzerjaeger Ib is annoying, can you gift the player this unit for their core at scenario start if devs are not going to correct availability dates?
Andy2012
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Re: Blitzkrieg 41-42

Post by Andy2012 »

Okay, I am in Smolensk now.
Finished Minsk in 19 turns, killed all tanks. Except for that fighter problem and the useless aux mortar, everything is working fine. Agree with Prattaa on airstrips.
Maybe add a photo event when destroying all tanks and another one for fighters?

@Erik: Wont be able to play Smolensk much today and the next few days, maybe next weekend. But I can already tell you that 21 turns is not enough to cover that map with the OoB movement rules. Add at least 10 turns and roads between cities. Ideally, paved roads between the major cities. I think this way, it is more realistic. The Wehrmacht mostly pushed along major roads for Blitzkrieg (yeah, Ardennes, I know, yadayada).
Also, there is again not enough supply to deploy all the army command points I am given. You should also add more air points so I can deploy my full airforce (22 air control).
Generally, too few turns, not enough starting supply and roads between objectives are probably problems that will turn up again and again. Better fix them in one swoop, Erik. Still great work. :D
@ Prattaa - try Crete, it is winnable now. But we need to know if it is winnable for somebody who hasnt tried eight times like me. :roll:
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Re: Blitzkrieg 41-42

Post by Erik2 »

Andy2012 wrote:@Erik: Almost forgot - you did modify the Waffen SS specialisation, right? Now has three stages, but just the first one has text.
How does that one work?
I only added those specializations at start that were available date-wise according to the game's spec file.
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Re: Blitzkrieg 41-42

Post by Erik2 »

Andy2012 wrote:@Erik: Played the latest version of Minsk now, 10 turns. Road between objectives works like a charm, thanks.
Minor issues, should be fixed:
1. The aux mortar still does not have transport. Useless this way.
2. Do not have enough supply to fully use my army command points. Maybe add some off-map supply from the start - or is it intentional?
3. Never thought I would write this, but 3000 and more credits is just too much. Or do I need that hoard later on?
4. Why do all the airstrips I conquer transform into field airstrips?
5. Kill soviet planes before turn 9 works better now. But I still think you need to tweak this. Right now, the fighers float next to the airstrips and I need to attack them with fighters or AA. Why arent they on the ground as in Blitzkrieg, so my Stukas can destroy the hangars? The way it is now, I need a ton of fighters. Having them hangared until turn 9 would be more realistic and fun.
6. Autodestructing bridges are used too often. Confusing.

Despite all these minor bugs, Minsk is working now. (At least from a turn 10 perspective.)
1) Forgot the transport, fixed.
2) The initial supply is enough to deploy the command points + the aux units already on the map. I check this for all scenarios. But if you lose a town inside your initial perimeter you'll lose a bit of supply as well.
3) I need a list of scenarios that generate too many resources. Remember, you should always repair using elite. I may halve German income for all scenarios and see if anyone complains :D
4) Left-over spawning from an earlier version. Fixed
5) There appears to be no way to force AI air units to stay in their hangars. I tried using a static order. I am changing this to 'Idle', maybe it will help...
6) Auto-destructing bridges work if there'a a Soviet unit on the bridge AND there's a German unit 2 hexes away. This allows some randomness. I'd rather not script (some) bridges to be blown at some turn every time the scenario is played.

The Soviet unit mix is straight from PzC.

Crete: https://dl.dropboxusercontent.com/u/16806697/2Crete.zip
Minsk: https://dl.dropboxusercontent.com/u/168 ... insk41.zip
Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

Andy2012 wrote:Okay, I am in Smolensk now.
Finished Minsk in 19 turns, killed all tanks. Except for that fighter problem and the useless aux mortar, everything is working fine. Agree with Prattaa on airstrips.
Maybe add a photo event when destroying all tanks and another one for fighters?

@Erik: Wont be able to play Smolensk much today and the next few days, maybe next weekend. But I can already tell you that 21 turns is not enough to cover that map with the OoB movement rules. Add at least 10 turns and roads between cities. Ideally, paved roads between the major cities. I think this way, it is more realistic. The Wehrmacht mostly pushed along major roads for Blitzkrieg (yeah, Ardennes, I know, yadayada).
Also, there is again not enough supply to deploy all the army command points I am given. You should also add more air points so I can deploy my full airforce (22 air control).
Generally, too few turns, not enough starting supply and roads between objectives are probably problems that will turn up again and again. Better fix them in one swoop, Erik. Still great work. :D
@ Prattaa - try Crete, it is winnable now. But we need to know if it is winnable for somebody who hasnt tried eight times like me. :roll:
I'll add more turns when te play-trough of Smolensk is finished. 10 turns sound like (too?) much.
There's no mud reducing movement in OOB, so I decided to use dirt tracks to avoid too much blitziness :roll:
As I've said earlier, supply = command points so I don't understand your problem here. I was able to deploy all command points in all scenarios in the deployment phase. Usually there is a small 10-20 surplus of supply in the deployment zone.
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Re: Blitzkrieg 41-42

Post by Horst »

I’m still in France, but noticed too that you often don’t have enough supply points to place all units at beginning. It’s somewhat uncomfortable in the long run to always remember to place more units later. Good is still the ability to earn more command points during a scenario to place more units then.
When playing the defensive Sedan scenario, I was rather shocked how stingy the supply points were given. Only a single enemy bypass in the northern region was enough to give me red numbers. The enemy has never such problem as it often sits on something like 25er supply points. It has rarely ever been possibly for me to actually cut-off supplies but maybe that’s the fate of the attacker.

The airstrip spawning is indeed a bit pitiful like mentioned above. It would be more convenient if the airstrip waits to spawn only when the original hex is unoccupied by units Similar problem was in Norway where a fortress popped up on a water tile once.

Someone mentioned roads in Russia: http://www.allworldwars.com/Comments-on ... -Bork.html
In contrast to the former Baltic States, where paved roads were common, the roads in European Russia had paved or asphalt surfacing only in and near large cities and industrial centers. The only road which had been bui1t according to western European standards and which was given constant maintenance was the Minsk - Moscow highway. The Germans designated this highway as Army Group Canter's "Rollbahn.”
Erik2
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Re: Blitzkrieg 41-42

Post by Erik2 »

Airstrip spawning has been removed.
Horst
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Re: Blitzkrieg 41-42

Post by Horst »

Erik wrote:Airstrip spawning has been removed.
What do you mean? Can't you capture any airstripes anymore then?
I haven't played 41-42 yet if something is different there compared to the v3.1 of 39-40. I once changed your airstrip code that the condition checks on any event if the original hex is unoccupied to make it only spawn there. That worked fine, so no need to totally remove that good feature.
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