conboy's scenarios
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conboy
- Lieutenant Colonel - Fw 190A

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conboy's scenarios
Colmar Pocket Breakthrough v1.2.1 -- The US 3d Infantry Division supports the Free French attack on the Colmar Pocket, assigned the key objective of the Rhine/Rhone River Canal crossing at Neuf-Brisach. My play time is about 3 hours. (Updated to ensure Secondary Objective is awarded when captured.)
Link: http://www.mediafire.com/file/o7edj5ip8 ... 1.zip/file
Operation Dragoon v1.1.1 (1vAI) -- Invasion of Southern France by US Army VI Corps and the First French Army. My play time is about 3 hours. I updated to correct initial unit facing and correct some French town spelling errors. Previous version still plays well -- no need to upload v1.1.1 if you have v1.1.
Link: http://www.mediafire.com/file/ff05nw2ql ... 1.zip/file
Anzio Beachhead v2.0 (1vAI) -- Invasion of Italy behind the Gustav Line -- nearly ends in disaster. My play time is about 3.5 - 4.0 hours.
Link: http://www.mediafire.com/file/uij78j09d ... 0.zip/file
Vosges to Le Tholy v1.0 (1vAI) -- US 3d Infantry Division attacks the Germans in the Vosges Mountains as part of VI Corps. My play time is 3.5 - 4.0 hours. http://www.mediafire.com/file/mhkzl7bsj ... 0.zip/file
Lower Vosges to Strasbourg v1.1 (1vAI) -- US 3rd Division and VI Corps assault the River Meurthe to enable the capture of Strasbourg by Free French and XV Corps armor. My play time is 4.5+ hours.
http://www.mediafire.com/file/f90a123gu ... 1.zip/file
NOTE: I have a .rec file for each of these scenarios that shows how I think it should go, at least in general. Please let me know of any problems.
thanks for downloading,
conboy
Link: http://www.mediafire.com/file/o7edj5ip8 ... 1.zip/file
Operation Dragoon v1.1.1 (1vAI) -- Invasion of Southern France by US Army VI Corps and the First French Army. My play time is about 3 hours. I updated to correct initial unit facing and correct some French town spelling errors. Previous version still plays well -- no need to upload v1.1.1 if you have v1.1.
Link: http://www.mediafire.com/file/ff05nw2ql ... 1.zip/file
Anzio Beachhead v2.0 (1vAI) -- Invasion of Italy behind the Gustav Line -- nearly ends in disaster. My play time is about 3.5 - 4.0 hours.
Link: http://www.mediafire.com/file/uij78j09d ... 0.zip/file
Vosges to Le Tholy v1.0 (1vAI) -- US 3d Infantry Division attacks the Germans in the Vosges Mountains as part of VI Corps. My play time is 3.5 - 4.0 hours. http://www.mediafire.com/file/mhkzl7bsj ... 0.zip/file
Lower Vosges to Strasbourg v1.1 (1vAI) -- US 3rd Division and VI Corps assault the River Meurthe to enable the capture of Strasbourg by Free French and XV Corps armor. My play time is 4.5+ hours.
http://www.mediafire.com/file/f90a123gu ... 1.zip/file
NOTE: I have a .rec file for each of these scenarios that shows how I think it should go, at least in general. Please let me know of any problems.
thanks for downloading,
conboy
Last edited by conboy on Wed Nov 18, 2020 6:39 pm, edited 21 times in total.
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bru888
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Re: conboy's scenarios
Conboy, good idea to have a central thread for your scenarios. Do you want the Anzio Beachhead entry in Custom Single Player Scenarios to also link here (you would list all of your work in the OP along with the links, like Erik does) or do you want that entry to continue to go to your original thread?
- Bru
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conboy
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Re: conboy's scenarios
I want them all listed in one place like Erik - thanks.
I misunderstood -- I will update the von Paulus page and link it back to the index with Operation Dragoon current version. When the scenario is done -- victory conditions making me crazy!
conboy
I misunderstood -- I will update the von Paulus page and link it back to the index with Operation Dragoon current version. When the scenario is done -- victory conditions making me crazy!
conboy
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conboy
- Lieutenant Colonel - Fw 190A

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Re: conboy's scenarios
Terminator,
I updated the file to fix the display name. I'm going to wait on those other fixes. Hopefully I'll get some more comments and put them all in at once in a new rev.
The v0.2 and v1.1 files are identical except for the display name.
thanks for downloading it, hope you enjoy!
conboy
I updated the file to fix the display name. I'm going to wait on those other fixes. Hopefully I'll get some more comments and put them all in at once in a new rev.
The v0.2 and v1.1 files are identical except for the display name.
thanks for downloading it, hope you enjoy!
conboy
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bru888
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Re: conboy's scenarios
Done. Anzio Beachhead and Operation Dragoon announcements both link back to this thread. When AB is ready, add your download link to the OP.
- Bru
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conboy
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Re: conboy's scenarios
Bru,
Updated Anzio post is up.
I deleted the dead links.
conboy
Updated Anzio post is up.
I deleted the dead links.
conboy
Last edited by conboy on Wed Aug 28, 2019 1:24 am, edited 1 time in total.
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bru888
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Re: conboy's scenarios
Okay, I moved and merged as you suggested. One thing I cannot do, though, is delete posts. In this forum, they don't give that ability to moderators.
But, my impression is that as time goes on, this thread will be the main venue for discussing all of your works so you will not need separate threads. Indeed, they seem to be superfluous and distracting once you have made a central thread like this one. People disregard old comments and go to the last page(s) for the latest posts anyway, or they visit the first page for the latest links.
Speaking of which, your link to OD is now inoperable.
But, my impression is that as time goes on, this thread will be the main venue for discussing all of your works so you will not need separate threads. Indeed, they seem to be superfluous and distracting once you have made a central thread like this one. People disregard old comments and go to the last page(s) for the latest posts anyway, or they visit the first page for the latest links.
Speaking of which, your link to OD is now inoperable.
- Bru
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conboy
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Re: conboy's scenarios
I updated the link.
Thanks for the heads-up!
I copy the rest about the threads. Y'all know what works... Thanks for moving the stuff around. It's not like you don't have anything else to do, so thanks again.
conboy
Thanks for the heads-up!
I copy the rest about the threads. Y'all know what works... Thanks for moving the stuff around. It's not like you don't have anything else to do, so thanks again.
conboy
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conboy
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Vosges to Le Tholy 1vAI scenario
Bru, et al.,
I have completed and posted a new scenario, US 3d Division in the Vosges Mountains against the Germans as part of VI Corps.
I offer it to you for CSI scrub if you have time -- link is on my conboy scenarios thread. When you let me know you are done, I'll update the scenario with your comments, change number to v1.0, and then announce formally on the von Paulus page.
Anybody who wants to play, cool, please post comments or opprobrium on my conboy scenarios thread.
To all who have commented and contributed to this point, thank you very much! I think it plays well due in large part to your help.
conboy
I have completed and posted a new scenario, US 3d Division in the Vosges Mountains against the Germans as part of VI Corps.
I offer it to you for CSI scrub if you have time -- link is on my conboy scenarios thread. When you let me know you are done, I'll update the scenario with your comments, change number to v1.0, and then announce formally on the von Paulus page.
Anybody who wants to play, cool, please post comments or opprobrium on my conboy scenarios thread.
To all who have commented and contributed to this point, thank you very much! I think it plays well due in large part to your help.
conboy
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
Got it - I will take a look at it tomorrow. I will post the CSI results in this thread and then we can merge this thread with your conboy scenarios thread if you wish, like we did last time.
- Bru
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
CSI Sweep, by invitation from conboy
I start with a design suggestion that I always hesitate to make but go ahead and do anyway because I cannot resist!
(Always remember that I don't have any emotional involvement in whether you act upon my suggestions and fault-finding.)
This is a beautiful map but one-fourth of it is empty. Hectares upon hectares of open, featureless terrain. Sure, all of the action is going to take place in the mountains and valleys but why not add a bit of character to the rest of the map? A few roads, some farmland, a nameless village here and there, and you're done. By all means, though, don't crop the map just because I said this unless you are sure that it will work to your satisfaction. AFAIK, map cropping can have unforeseen consequences.
Mission: "Seize remaining Primary Objectives" (swap "i" and "e" - it's "i" before "e" except after "c" and in the word "seize" and probably some others
)
Briefing: I suggest "Truscott here, VI Corps Commander, briefing you, the 3d Infantry Division Commander." (the "(you)" seems somewhat awkward)
Briefing: "The weather sucks . . . the roads suck . . ." This is an anachronism. Consider revising.
It may be a good idea to define what these objectives mean. You may have covered them in the briefing but I was looking at my smart phone. Or, perhaps you define them in a popup message but, like the briefing, you only see the message once. The player may need to refresh his memory:
Ooh-la-la! Will Betty Grable be meeting me there? The heck with the primary objectives, then. I'll just go for this:
I start with a design suggestion that I always hesitate to make but go ahead and do anyway because I cannot resist!
This is a beautiful map but one-fourth of it is empty. Hectares upon hectares of open, featureless terrain. Sure, all of the action is going to take place in the mountains and valleys but why not add a bit of character to the rest of the map? A few roads, some farmland, a nameless village here and there, and you're done. By all means, though, don't crop the map just because I said this unless you are sure that it will work to your satisfaction. AFAIK, map cropping can have unforeseen consequences.
Mission: "Seize remaining Primary Objectives" (swap "i" and "e" - it's "i" before "e" except after "c" and in the word "seize" and probably some others
Briefing: I suggest "Truscott here, VI Corps Commander, briefing you, the 3d Infantry Division Commander." (the "(you)" seems somewhat awkward)
Briefing: "The weather sucks . . . the roads suck . . ." This is an anachronism. Consider revising.
It may be a good idea to define what these objectives mean. You may have covered them in the briefing but I was looking at my smart phone. Or, perhaps you define them in a popup message but, like the briefing, you only see the message once. The player may need to refresh his memory:
Ooh-la-la! Will Betty Grable be meeting me there? The heck with the primary objectives, then. I'll just go for this:
- Bru
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
Remove bracket from hex name. Yes, you get the nitpicking along with the critical from me. Can't help it:
So now I see what "Clear Lower Vosges <7 Hex" means. No Germans within 6 hexes of Vosges Primary VP, according to this trigger:
There is a problem in the flip-side trigger, "Vosges VP Not Cleared." It appears you forgot to assign the Target Hex; I can always tell because it should show "Remove Hex" here:
When the player takes the "Phase I Objectives <Turn 11," he has the rest of the scenario to "Seize remaining Primary Objectives" of which there are 11. I arrived at this count by looking at what you pointed to in the mission. However, the "Remaining VPs Captured" trigger only looks at 10 hexes for "Check Hex Owner." By process of elimination, I found that the missing hex is this one here to the east, Gerardmer (still marked with the mission hex link but not addressed by the trigger):
Gerardmer is troublesome in another way, indirectly. Both the "Gerardmer not captured" and the "Saulxres not captured" triggers point to Gerardmer. That is, Saulxres remains unaccounted for in "Any Remaining VP not Captured":
So now I see what "Clear Lower Vosges <7 Hex" means. No Germans within 6 hexes of Vosges Primary VP, according to this trigger:
There is a problem in the flip-side trigger, "Vosges VP Not Cleared." It appears you forgot to assign the Target Hex; I can always tell because it should show "Remove Hex" here:
When the player takes the "Phase I Objectives <Turn 11," he has the rest of the scenario to "Seize remaining Primary Objectives" of which there are 11. I arrived at this count by looking at what you pointed to in the mission. However, the "Remaining VPs Captured" trigger only looks at 10 hexes for "Check Hex Owner." By process of elimination, I found that the missing hex is this one here to the east, Gerardmer (still marked with the mission hex link but not addressed by the trigger):
Gerardmer is troublesome in another way, indirectly. Both the "Gerardmer not captured" and the "Saulxres not captured" triggers point to Gerardmer. That is, Saulxres remains unaccounted for in "Any Remaining VP not Captured":
- Bru
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
I see that you do indeed have a popup message about the quarry (why not label it so on the map, come to think of it?). Now, the possible trouble with this trigger is that there is no Unit Definition:
Which in turn means any of those U.S. planes flying nearby are going to see the quarry and activate this trigger. Is that okay? If not, you may wish to require that "Check Unit(s) Near Hex" be set for "Category: Land."
By the way, it is my opinion that whenever the designer has an objective activate during the course of a scenario, that he should provide an Event Popup as you do but also include something to the effect of "NEW OBJECTIVE" at the end of the message.
Here's a bit of a nuance. In the triggers above, I noticed that you use "Turn < 26" for some objectives that need to be completed before the end of the scenario (Turn Limit = 25). I believe that works. Here, though, you have it as "Turn < 25" which means the player only has 24 turns to achieve this objective:
"Okay, so it ain't Paris!" And it ain't Betty Grable, neither! Why you dirty, low down son of a . . .
(
):
Oh well.
Which in turn means any of those U.S. planes flying nearby are going to see the quarry and activate this trigger. Is that okay? If not, you may wish to require that "Check Unit(s) Near Hex" be set for "Category: Land."
By the way, it is my opinion that whenever the designer has an objective activate during the course of a scenario, that he should provide an Event Popup as you do but also include something to the effect of "NEW OBJECTIVE" at the end of the message.
Here's a bit of a nuance. In the triggers above, I noticed that you use "Turn < 26" for some objectives that need to be completed before the end of the scenario (Turn Limit = 25). I believe that works. Here, though, you have it as "Turn < 25" which means the player only has 24 turns to achieve this objective:
"Okay, so it ain't Paris!" And it ain't Betty Grable, neither! Why you dirty, low down son of a . . .
Oh well.
- Bru
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conboy
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Re: Vosges to Le Tholy 1vAI scenario
Bru,
As always, your comments are instructive and helpful. I will go through them in detail and give you a response back for the record (in case any other budding scenario developers could use the feedback). After that, I'll name it 1.0 and post on the von Paulus page.
thanks so very much for your time and interest!
conboy
As always, your comments are instructive and helpful. I will go through them in detail and give you a response back for the record (in case any other budding scenario developers could use the feedback). After that, I'll name it 1.0 and post on the von Paulus page.
thanks so very much for your time and interest!
conboy
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
Heh, I'm not finished, my friend. Kindly allow this windbag to continue to pontificate!
Upon further consideration, let me return to the subject of "Check Turn: Turn < 26."
You used "Check Turn: Turn < 26"in the following Victory Condition triggers:
Clear Vosges VP <7 Hexes
Remaining VPs Captured
L'Omet Quarry Cleared
Seize all Secondary Objectives
For each of these triggers, the Trigger Event is "Turn Start." That is quite literal; the game is going to check on these conditions only when there is a Turn Start (yours or the AI's). So if these triggers evaluate only at Turn Start, then they will last be looking at conditions at the start of the human player's Turn 25. That means if the player accomplishes the conditions during Turn 25, they may not count. I use the word "may" because it could be possible that the Germans going second in this game, their 25th Turn Start may actually activate these triggers and complete the objectives accomplished by the human player in Turn 25. But why be uncertain?
I looked back at those objectives, trying to discern your intentions. Here's what I came up with along with suggestions:
Clear Vosges VP <7 Hexes - an after-combat result; remove "Check Turn" and make Trigger Event "Combat Event."
Remaining VPs Captured - can be completed at any time; remove "Check Turn" and make Trigger Event "Capture VP Event."
L'Omet Quarry Cleared - an after-combat result; remove "Check Turn" and make Trigger Event "Combat Event."
Seize all Secondary Objectives - can be completed at any time; remove "Check Turn" and make Trigger Event "Capture VP Event."
With none of these objectives do you need to wait until anybody's next Turn Start, much less the scenario end. This way, I believe you have more precision.
Upon further consideration, let me return to the subject of "Check Turn: Turn < 26."
You used "Check Turn: Turn < 26"in the following Victory Condition triggers:
Clear Vosges VP <7 Hexes
Remaining VPs Captured
L'Omet Quarry Cleared
Seize all Secondary Objectives
For each of these triggers, the Trigger Event is "Turn Start." That is quite literal; the game is going to check on these conditions only when there is a Turn Start (yours or the AI's). So if these triggers evaluate only at Turn Start, then they will last be looking at conditions at the start of the human player's Turn 25. That means if the player accomplishes the conditions during Turn 25, they may not count. I use the word "may" because it could be possible that the Germans going second in this game, their 25th Turn Start may actually activate these triggers and complete the objectives accomplished by the human player in Turn 25. But why be uncertain?
I looked back at those objectives, trying to discern your intentions. Here's what I came up with along with suggestions:
Clear Vosges VP <7 Hexes - an after-combat result; remove "Check Turn" and make Trigger Event "Combat Event."
Remaining VPs Captured - can be completed at any time; remove "Check Turn" and make Trigger Event "Capture VP Event."
L'Omet Quarry Cleared - an after-combat result; remove "Check Turn" and make Trigger Event "Combat Event."
Seize all Secondary Objectives - can be completed at any time; remove "Check Turn" and make Trigger Event "Capture VP Event."
With none of these objectives do you need to wait until anybody's next Turn Start, much less the scenario end. This way, I believe you have more precision.
- Bru
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
The "Le Gemeaux Bridge" vignette is confusing. It doesn't appear to be too important - it involves only one German engineer unit - but if you spent the time designing it, it ought to work correctly.
So when the U.S. nears Le Gemeaux, the bridge there is blown and a German engineers unit is spawned. It is assigned to the "Gemx Engineers Move I" AI team:
The initial task of that team is to move one hex south. Then this trigger comes into play, looking at that hex and seeming to direct the engineers to a nearby village. The trouble is, it's requiring no engineer unit to be on the Target Hex?:
Then there is this trigger that looks at the original "move one hex south" location (again, looking for no engineer unit to be in it) and tells a different AI team, "Gemx Engineers Move II," to defend the "nearby village" but there's nobody in that second AI team:
It looks like this got a bit garbled during design. It might be simpler just to blow the bridge, spawn the engineer (or two) and have him (them) move to the nearby village and defend it. I think that could all be done in one trigger. Maybe two; the first to spawn and assign to a "Move to Hex" AI Team that moves to the village, the second to change its task to Local Defense.
So when the U.S. nears Le Gemeaux, the bridge there is blown and a German engineers unit is spawned. It is assigned to the "Gemx Engineers Move I" AI team:
The initial task of that team is to move one hex south. Then this trigger comes into play, looking at that hex and seeming to direct the engineers to a nearby village. The trouble is, it's requiring no engineer unit to be on the Target Hex?:
Then there is this trigger that looks at the original "move one hex south" location (again, looking for no engineer unit to be in it) and tells a different AI team, "Gemx Engineers Move II," to defend the "nearby village" but there's nobody in that second AI team:
It looks like this got a bit garbled during design. It might be simpler just to blow the bridge, spawn the engineer (or two) and have him (them) move to the nearby village and defend it. I think that could all be done in one trigger. Maybe two; the first to spawn and assign to a "Move to Hex" AI Team that moves to the village, the second to change its task to Local Defense.
- Bru
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conboy
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Re: Vosges to Le Tholy 1vAI scenario
Bru,
Just a quick question while en route to further enlightenment --
I am using <26 because I want the game to end when all the victory conditions have been met. There are a lot of enemy artillery near the objectives and I don't want the players to sit for several turns while being bombarded just waiting for the game to end.
So, I am leery of the Turn Limit because it is "=-1", with <26 I am certain that the game will end when all the primary objectives are achieved.
The question is: Will the game end when all the primary objectives are met (or maybe turn start after), if Turn Limit is used?
conboy
ps -- I pulled the link down until I update per your comments.
Just a quick question while en route to further enlightenment --
I am using <26 because I want the game to end when all the victory conditions have been met. There are a lot of enemy artillery near the objectives and I don't want the players to sit for several turns while being bombarded just waiting for the game to end.
So, I am leery of the Turn Limit because it is "=-1", with <26 I am certain that the game will end when all the primary objectives are achieved.
The question is: Will the game end when all the primary objectives are met (or maybe turn start after), if Turn Limit is used?
conboy
ps -- I pulled the link down until I update per your comments.
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
I was just making another post when this one popped up in between. Don't worry, I'm almost done but that next post is a big one so I put it on ice for a bit in order to answer your question if I can. I think I can. [By the way, I noticed something I said earlier that may have confused you and caused this question. I have corrected that.]conboy wrote: ↑Wed Aug 28, 2019 7:45 pm Bru,
Just a quick question while en route to further enlightenment --
I am using <26 because I want the game to end when all the victory conditions have been met. There are a lot of enemy artillery near the objectives and I don't want the players to sit for several turns while being bombarded just waiting for the game to end.
So, I am leery of the Turn Limit because it is "=-1", with <26 I am certain that the game will end when all the primary objectives are achieved.
The question is: Will the game end when all the primary objectives are met (or maybe turn start after), if Turn Limit is used?
conboy
ps -- I pulled the link down until I update per your comments.
Read my second post up again. I see that you want the scenario "to end when all the victory conditions have been met." In that case, all the more reason not to use "Check Turn: Turn < 26" OR "Turn > -1 Scenario turn limit." Instead, follow this advice as laid out in that other post:
Clear Vosges VP <7 Hexes - an after-combat result; remove "Check Turn" and make Trigger Event "Combat Event."
Remaining VPs Captured - can be completed at any time; remove "Check Turn" and make Trigger Event "Capture VP Event."
L'Omet Quarry Cleared - an after-combat result; remove "Check Turn" and make Trigger Event "Combat Event."
Seize all Secondary Objectives - can be completed at any time; remove "Check Turn" and make Trigger Event "Capture VP Event."
I said therein, "With none of these objectives do you need to wait until anybody's next Turn Start, much less the scenario end [and] This way, I believe you have more precision."
Note: Leave the "Capture Phase I VPs <Turn 11" trigger alone because that's set exactly for Turn < 11.
- Bru
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bru888
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Re: Vosges to Le Tholy 1vAI scenario
The U.S. player is not aware of the importance of L'Omet Quarry until he is almost right on top of it (Distance = 1). If I am the U.S. player, and I will be someday, I am not going to have my armored vehicles poking through the woods one hex at a time. I'm going to be barreling along that 15th RCT Route on my way to St Ame, Cleurie, Sapois, and Le Tholy. Even if I was focused on taking Hill 809, I am not advancing through the woods to take Cleurie (even though you may want me to, as evidenced by the nearby signpost).
So this means I probably will not be taking ownership of this hex before I arrive at and attack the quarry. Even if I have a unit sitting in St Ame, whereby "Idle units will automatically capture any hexes within their zone-of-control, provided these hexes are not in the Zone of Control of an enemy unit," it's not going to capture this hex:
That means the "Quarry Defenders," who are spawned up the road near Le Tholy, are not going to make it a real fight for the quarry as you surely intended. That's if they are ever spawned at all. My recommendation is that you place the Target Hex for "Check Hex Owner" maybe a couple of hexes south, on the road just to the west of St Ame.
Speaking of Hill 809, I don't see that it's defended, nor is Vecoux. Are these intended to be walkovers? Okay, I do see AI Team "Cleurie" moving to positions just behind Hill 809 but forget about Vecoux; it's just a drive-through.
AI Team "Cleurie" gave me thought about what I said above about the "Quarry Defenders" but I'm sticking with what I said. You apparently intend for the player to fight his way through AI Team "Cleurie," stumble upon that Target Hex, and trigger the "Quarry Defenders" before I find the quarry itself. I don't think it's going to happen that way. Taking the secondary objectives is, well, secondary (especially if the prize is a phony-baloney trip to Paris) so I am going to be concentrating on "Seize remaining Primary Objectives" as I drive up the road, bypassing Hill 809 and AI Team "Cleurie." (By the way, it may be a neat trick to punish me for doing so by making another trigger that converts AI Team "Cleurie" to Local Defense with a wide enough range to induce it to hit me in the flank as I go by.)
Speaking of hills, here's another consideration: Hill 867. Thanks for pointing it out to me with the trigger. I noticed two things about that trigger, one minor and one major.
Minor: You base the defense of Hill 867 on spawning a unit to sit on it once the Allies (I should have been using that term instead of U.S. all along) have taken Ferdrupt (and waiting for another Turn Start - consider using Capture VP Event). The thing is, the Germans would be thinking of defending that hill, of strategic importance I am sure, long before they lost Ferdrupt which is 3 hexes to the southeast. I would think when the Allies reached Maxonchamp or Rupt, the Germans would take steps to fortify Hill 867.
Major: I noticed the Hill 867 is marked as a secondary victory point? The mission is to "Seize Secondary Objectives" and I would assume these means all four of them. Neither the mission nor the trigger address Hill 867:
A bit of the same idea with "High Vosges CP" in that you are requiring the Allies to own a certain hex to the south:
What happens if I approach the Vosges Primary VP from the west or north? I could take that point unopposed, then move south and have the Gebirgsjäger appear behind me, which would not be realistic. They were alpine troops, not paratroopers. Sure, the 3rd Algerian Infantry Division is spawned in the south but their orders are "to attack north to Gerardmer under your command." So I would anticipate them moving north through Le Thillot and Cornimont, not west toward Ferdrupt.
One of the things I have noticed about your scenarios - and this is not intended as a criticism but a word to the wise - is that you expect the human player to follow your orders. I had the same approach in a number of my own scenarios; that is, I expected the player to do the logical things as I laid them out and they would have fun that way. Well, I found out early on that many people don't pay attention to orders and advisements. Instead, they do their own thing and upset the apple cart. That is what I am expecting here.
So indeed, for the following triggers, I would recommend instead of "Check Hex Owner" and specific hexes, that you use "Check Unit(s) Near Hexes" with the Target Hex set squarely on the capture point in question and a certain Amount and Distance set for the number of nearby Allied units to qualify (don't forget the Unit Definition as "Category: Land"):
Quarry Defenders
Hill 867
High Vosges CP
Cornimont Defenders
Don't change the way you do your scenarios based on what I just said, but wherever you can, think outside the box, anticipate the unexpected, and make some provisions for it wherever you can.
So this means I probably will not be taking ownership of this hex before I arrive at and attack the quarry. Even if I have a unit sitting in St Ame, whereby "Idle units will automatically capture any hexes within their zone-of-control, provided these hexes are not in the Zone of Control of an enemy unit," it's not going to capture this hex:
That means the "Quarry Defenders," who are spawned up the road near Le Tholy, are not going to make it a real fight for the quarry as you surely intended. That's if they are ever spawned at all. My recommendation is that you place the Target Hex for "Check Hex Owner" maybe a couple of hexes south, on the road just to the west of St Ame.
Speaking of Hill 809, I don't see that it's defended, nor is Vecoux. Are these intended to be walkovers? Okay, I do see AI Team "Cleurie" moving to positions just behind Hill 809 but forget about Vecoux; it's just a drive-through.
AI Team "Cleurie" gave me thought about what I said above about the "Quarry Defenders" but I'm sticking with what I said. You apparently intend for the player to fight his way through AI Team "Cleurie," stumble upon that Target Hex, and trigger the "Quarry Defenders" before I find the quarry itself. I don't think it's going to happen that way. Taking the secondary objectives is, well, secondary (especially if the prize is a phony-baloney trip to Paris) so I am going to be concentrating on "Seize remaining Primary Objectives" as I drive up the road, bypassing Hill 809 and AI Team "Cleurie." (By the way, it may be a neat trick to punish me for doing so by making another trigger that converts AI Team "Cleurie" to Local Defense with a wide enough range to induce it to hit me in the flank as I go by.)
Speaking of hills, here's another consideration: Hill 867. Thanks for pointing it out to me with the trigger. I noticed two things about that trigger, one minor and one major.
Minor: You base the defense of Hill 867 on spawning a unit to sit on it once the Allies (I should have been using that term instead of U.S. all along) have taken Ferdrupt (and waiting for another Turn Start - consider using Capture VP Event). The thing is, the Germans would be thinking of defending that hill, of strategic importance I am sure, long before they lost Ferdrupt which is 3 hexes to the southeast. I would think when the Allies reached Maxonchamp or Rupt, the Germans would take steps to fortify Hill 867.
Major: I noticed the Hill 867 is marked as a secondary victory point? The mission is to "Seize Secondary Objectives" and I would assume these means all four of them. Neither the mission nor the trigger address Hill 867:
A bit of the same idea with "High Vosges CP" in that you are requiring the Allies to own a certain hex to the south:
What happens if I approach the Vosges Primary VP from the west or north? I could take that point unopposed, then move south and have the Gebirgsjäger appear behind me, which would not be realistic. They were alpine troops, not paratroopers. Sure, the 3rd Algerian Infantry Division is spawned in the south but their orders are "to attack north to Gerardmer under your command." So I would anticipate them moving north through Le Thillot and Cornimont, not west toward Ferdrupt.
One of the things I have noticed about your scenarios - and this is not intended as a criticism but a word to the wise - is that you expect the human player to follow your orders. I had the same approach in a number of my own scenarios; that is, I expected the player to do the logical things as I laid them out and they would have fun that way. Well, I found out early on that many people don't pay attention to orders and advisements. Instead, they do their own thing and upset the apple cart. That is what I am expecting here.
So indeed, for the following triggers, I would recommend instead of "Check Hex Owner" and specific hexes, that you use "Check Unit(s) Near Hexes" with the Target Hex set squarely on the capture point in question and a certain Amount and Distance set for the number of nearby Allied units to qualify (don't forget the Unit Definition as "Category: Land"):
Quarry Defenders
Hill 867
High Vosges CP
Cornimont Defenders
Don't change the way you do your scenarios based on what I just said, but wherever you can, think outside the box, anticipate the unexpected, and make some provisions for it wherever you can.
- Bru
-
bru888
- Order of Battle Moderator

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Re: Vosges to Le Tholy 1vAI scenario
Here's one more thing along the lines of the player doing the unexpected. Say I flout your orders, General Truscott, (or I use initiative which I am sure Truscott would appreciate) and instead of proceeding through Noir Gueux, Eloyes, and Jarmenil north of Remiremont, I decided to take the 36th ID - or a portion of it - on an "end run" on that road just to the west, up through Epinal, Bruyeres, and down to Tendon in a flanking attack? I could run afoul of this trigger, which announces that the 45th ID is already there, undeploys any Allied unit in Epinal (at first, I thought it was all Allied units and I said "What?" but then I saw you used Epinal as the Target Hex, Distance = 0):
It's all right; that will probably not happen and you graciously replace the soldiers that you may undeploy if it does, but still.
So on that trivial note, I have reached the end of this sweep. Look, there is a lot here. Take your time. I assume that you know I fill volumes when I do these things and that you knew this before you asked me to look at Vosges to Le Tholy.
All of what I said aside, this looks to be a finely-crafted scenario, another fine piece of work by conboy. When it is finished, it will join the other conboy productions in my private collection. Thank you for the opportunity to do a CSI sweep on it.
It's all right; that will probably not happen and you graciously replace the soldiers that you may undeploy if it does, but still.
So on that trivial note, I have reached the end of this sweep. Look, there is a lot here. Take your time. I assume that you know I fill volumes when I do these things and that you knew this before you asked me to look at Vosges to Le Tholy.
All of what I said aside, this looks to be a finely-crafted scenario, another fine piece of work by conboy. When it is finished, it will join the other conboy productions in my private collection. Thank you for the opportunity to do a CSI sweep on it.
- Bru