conboy's scenarios

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conboy
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Re: Vosges to Le Tholy 1vAI scenario

Post by conboy »

Bru,
CSI Sweep, by invitation from conboy


This is a beautiful map but one-fourth of it is empty. Hectares upon hectares of open, featureless terrain. … AFAIK, map cropping can have unforeseen consequences.
--Ok. BTW, cropping is a very dangerous business. I had one scenario refuse to start after doing so. YMMV (your mileage may vary). Erik says he never had one blow up on him due to cropping, but I did.

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.
--Thank you.

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:
--This is a great idea! It never occurred to me to use these to convey valuable information. (This is the best takeaway from this debrief!)
//
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:
--I’ll check it out but it was the only trigger that worked for a while so I’m afraid to mess with it.

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":
--Thank you. I wouldn’t have found these so some poor player would have run afoul of the Saulxures/Gerardmer mix-up. Will fix.

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?).
--The Quarry was a big, very bad, surprise to the 15th regiment/3rd Division as well.

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."
--Thank you! I did not know what those blocks were for.

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.
-- Agreed, will comply. Plenty of room in the pop-up window.

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:
--I tried to QA this but apparently in a few places, missed important stuff. So thanks again!
//

Remove bracket from hex name. Yes, you get the nitpicking along with the critical from me. Can't help it:
10-4


//
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.
--This stuff is very tricky for me, so thanks again for the lesson. I'll make these changes.

//

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.
--Roger all.

//
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).
--Route marker in the woods is for 15th RCT – infantry.

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.
-- There are ample defenders for the quarry in place at the start of the scenario – the Quarry Defenders are a counterattack to fend the allies away from the Quarry. It plays like I want it to but I will change the trigger to land units only.

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.
--Sometimes the Germans defend Hill 809, sometimes they don’t. Vecoux is defended.

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.)
--The Quarry and the Le Tholy road play like I want them too. At this point, I am not quite as devious as could be. Maybe in a later scenario I’ll make the AI Team switch.

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.
-- I don’t want the allies to take the hill by bombarding it for several turns, so the Germans erupt on the close-range trigger to complicate the advance (sorry GabeKnight). Think of it as the Germans arising starting to fight from concealed positions in the mountains. I wish there was a way to conceal troops in Rough Terrain or Mountains – you have revert to Forest to hide them. I’ll put that on my wish Scenario Developer wish list.

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:
-- My oversight! Thank you -- I hope you’re not going to bill me for the QA effort!
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.
--My oversight again – true on all counts. The trigger hex is in the wrong place, will fix. I don’t want the bad guys to magically appear in the rear areas. Bad joo-joo, nobody would want to play my scenarios.

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.
--The players are welcome to play it any way they wish, of course. I am trying to record the actual events and paces of the battles, as best I can given my limited understanding of the tools available. In so doing, I point out a clear way to beat the scenario, if one follows orders and plays deliberately utilizing tactically appropriate gameplay. Undoubtedly, there are other ways to beat the scenario, but in my view they would be higher risk, since I have designed the scenario to be played/whipped according to historical accounts.

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
--I’ll check it out in each case you list.

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.
--Roger dat.
//

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.
--I want the players to know that the left flank is secure for them to move ahead, this is my way of letting them know.

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.
-- Of course, thank you for the lesson and the QA effort. You pointed out several errors, so thanks again!

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.
-- Thank you again, Bru!
conboy
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Re: Vosges to Le Tholy 1vAI scenario

Post by conboy »

Bru,
I incorporated your suggestions, updated the "conboy's scenarios" page, and responded to the von Paulus announcement page.
I think we're done except for your housekeeping moves.

All, I have completed Vosges to Le Tholy v1.0. Link to link: https://www.slitherine.com/forum/viewto ... 88#p797665

thanks again!

conboy
bru888
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Re: conboy's scenarios

Post by bru888 »

Good work, conboy. The threads are merged, as you see. The announcement I leave up for a couple of weeks or so, then I will move it to the Custom Scenarios thread.
- Bru
conboy
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Re: conboy's scenarios

Post by conboy »

Thank you very much, Bru. Excellent product and service, as always!

conboy
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Re: conboy's scenarios

Post by GabeKnight »

Conboy,

I've played your "Vosges to Le Tholy v0.3" about a week ago, but had no time to post much up until now. (Sorry :oops: ).
Played very well, though. I needed about 90 mins in middle difficulty - and I guess the turn limit should be okay even for higher difficulties.

And now I see there's a new CSI'ed version out, with some of the issues already addressed. My notes included mostly cosmetic stuff really, and some of the enemy-unit-spawns-next-to-my-units situations that I hate personally. :wink:
I'll give it a go again and conglomerate my findings... :)

Thanks for an enjoyable scen!
conboy
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Re: conboy's scenarios

Post by conboy »

Well, I'm glad you played it, hombre!
I was afraid it might be too difficult so your message is very much appreciated.
I also was afraid I put you off so badly with the Anzio counterattack that you wouldn't play anything from me any more...
I think I only had one enemy pop-up (I hope).

And thanks for the compliment, I had trepidations about this one all along due to the bad terrain, etc.

conboy
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Re: conboy's scenarios

Post by GabeKnight »

I'm known for criticizing everything I don't like and I may not be very polite about it ( :oops: ), but I don't take it personally or hold a "grudge" because of something like this... don't worry.

Unit spawns:
I know some "visible" unit spawns can not be (reasonably) prevented, like airforce reinforcements at the map's edges. And if you're unlucky, they spawn right next to your recon plane... But I have to live with those, I guess... :roll:
But not some ground unit appearing right next to my unit somewhere in the middle of the map (i.e. some Waffen-SS engineer and Gebirgsjäger). And the worst part about those unit spawns is that they have no "grace period" like I do when placing new units on the map outside of deployment stage. They have full efficiency and can attack on the same turn.

On the other hand I see no problem with spawning infantry into "conceal-capable" terrain (again, not directly adjacent to my units or behind my lines, of course :wink: ). But why? What's the difference of having it there from the start?

But - in my opinion - for good gameplay, it's still best to have the bulk of the enemy units "preplaced" on the map.

- Back on topic:
Your scen played quite straightforward, to be honest. As Bruce hinted, I didn't care about what Division was supposed to go wherever. I split my forces at my choosing to achieve the objectives as I saw fit. My airforce was incredibly strong against the numerous enemy arty positions (most w/o AA) and I had plenty of (mobile) arty at my disposal, too. The attacking ground units barely took any damage.

Also, the whole western part of the map isn't needed. But cropping it now would be inadvisable, that may mess up your whole trigger setup.

I'd replace the whole "<" symbols with text: e.g. capture before turn 11, inside 7-hex-radius. Prevents player confusion. :wink:
Some of my units start off with 5-stars. Too much, nobody wants to fight them anymore...

The turn limit seemed okay to me, no problem at my first playthough, with a couple of turns left - and I've wasted many turns in the beginning, expecting some kind of roadblock or ambush situation in the forest.

conboy wrote: Wed Aug 28, 2019 11:42 pm I wish there was a way to conceal troops in Rough Terrain or Mountains – you have revert to Forest to hide them. I’ll put that on my wish Scenario Developer wish list.
This can be easily modded, by the way.
conboy
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Re: conboy's scenarios

Post by conboy »

Gabe,
Thanks very much for the playthrough and comments. I really appreciate it and take it as honest criticism.

Unit spawns -- As I understand the game better, I probably won't be tempted in the future.

Map -- started out a lot bigger because I wanted to get all of Alsace and Vosges in it. Kept cutting it down ... you know the story. The drawback to me is that it loads a little slower.

"Directed" Play -- providing orders and objectives for units: I try to reproduce the battle progress and pace as presented in the historical record. I'm not a stickler for it, that's just what I like to do. The directions are mostly for my personal satisfaction of more-or-less approximating the historical battle BUT if an inexperienced player follows those orders and uses solid tactical play, they can win the scenario. (I guess it's also my way of confirming that I actually understand what happened in the battle.)

Mods -- I have no idea how to mod, not that I particularly want to because I'm trying to keep these scenarios at my own level. So, if I were to mod it so units could be concealed in rough terrain, or at least made less detectable, would other players get the benefit of that mod without having it installed themselves? If not, I don't want to do it and should work a little harder to make the gameplay more conventional.

5-Star Units -- They are regiments. The 3d division tokens are battalions. Hopefully, it'll be okay in the campaign I'm working on. Just trying to minimize the number of units the player has to move.

The < symbol: Apparently, nothing prevents confusion. before, by, until, within, through, ... I would need a diagram, calendar, turn counter, and tape measure and 264 more characters to get it perfectly clear.

Gabe, thanks again for the comments. I hope I wasn't too wordy but your comments are certainly worth the time to contemplate and respond to.

conboy
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Re: conboy's scenarios

Post by Erik2 »

Re unit spawns

You can use the 'Check Unit(s) near Hex' condition to make sure units do not spawn whenever there are enemy units with in a certain distance.
I try to remember to add to the briefing that enemy units may spawn behind friendly lines.
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Re: conboy's scenarios

Post by conboy »

Thanks, Erik. Those are good suggestions.

conboy
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Re: conboy's scenarios

Post by GabeKnight »

To Le Tholy v1.0, level 4

Well done. Everything worked as far as I could tell. The new version played a bit differently: I did not have to take the eastern cities last time. But for me, the balance and turn limit were just perfect. Played at level 4 and finished the last objective on the very last turn, which resulted in a Tabula Rasa situation at the same time :lol:
(There was some lost infantry unit "hiding" in the eastern mountains that prevented the <7 hex objective)

The constuction group was an excellent idea, BTW. It's great to have at least one airport that I can decide the location of.
I would really like if scens designers put some constuction groups in their scens more often... :)

The map plays great. Personally I was missing some decorative elements, but that's just flavour.

You could crop the text of the sec. objective popup a bit. It does not fit inside the event-box.

There was just one thing left that was a bit annoying IMO, and it was the spawn of some Waffen-SS Geb.jäger unit near the "Vosges Primary VP".
Yeah, yeah, I know, I'm repeating myself :wink: , but I think it's irritating to
1) have an enemy unit appear in your rear when you thought you've already cleared the area and
2) have a counter associated with the (7-hex) objective that keeps changing/increasing

I remember that one of Eriks scens also had an objective with a counter to destroy all air units. But they just kept spawning every other turn and the counter was changing constantly. :lol:
conboy wrote: Mon Sep 02, 2019 5:25 am So, if I were to mod it so units could be concealed in rough terrain, or at least made less detectable, would other players get the benefit of that mod without having it installed themselves?
No, they'll need to run the mod to be able to play such scenarios.

You could think about it once you decide to do a whole campaign out of your scens. Having a mod with your campaign inside of it is not much more hassle for the players than installing a standalone campaign/scen.
conboy wrote: Mon Sep 02, 2019 5:25 am The < symbol: Apparently, nothing prevents confusion.
:lol: Yeah, you're definitely right there.
Still, I think that some may not know the (exact) meaning of some mathematical (>, <=, =|=,...) and/or commercial/technical (&, #,...) symbols.
conboy wrote: Mon Sep 02, 2019 5:25 am Gabe, thanks again for the comments. I hope I wasn't too wordy but your comments are certainly worth the time to contemplate and respond to.
You're welcome and thank you for the good time playing your scens. 8)

Screenshot 20.jpg
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conboy
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Re: conboy's scenarios

Post by conboy »

Gabe,
Hoot mon!
Thanks for the comments.
GabeKnight said --
There was some lost infantry unit "hiding" in the eastern mountains that prevented the <7 hex objective
Looks like you cleared the Lower Vosges after all, since it's checked on the victory pic. That counter jacked me around a couple of times too but it never messed up my ending.
RE: Eastern objectives -- Erik recommended that I look up the names of the French units -- hit the Jackpot with the 3rd Algerian Infantry Division. Man, they was some baaaad fighters! and they fought a LOT. So happens they were the French to the right of the 3d Division in the fight for Le Tholy so I expanded their role in the scenario.
So you said that you had fun and that is what it's awl about for me -- I was worried that it was a drab scenario but if you had fun, I'm good with it (thass the point, right?)
Lacing all these scenarios into a campaign is going to be interesting a major challenge. I'm not going to do a mod though, might keep some interested people from playing -- I don't mess around with that. Maybe next time around.
When I am done with the campaign, I'll perfect the scenarios.

thanks again,

conboy
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Re: conboy's scenarios

Post by GabeKnight »

conboy wrote: Tue Sep 03, 2019 2:20 am
There was some lost infantry unit "hiding" in the eastern mountains that prevented the <7 hex objective
Looks like you cleared the Lower Vosges after all, since it's checked on the victory pic. That counter jacked me around a couple of times too but it never messed up my ending.
Yeah, the scen works well, it was all my fault: Some infantry retreated to the mountain range, it simply stayed there and I forgot all about it. They just happened to be in a - kind of - FOW blind spot. I flew over those mountains multiple times with the fighters, but the infantry must have been sitting on just the right one hex I did not uncover. At first I thought it to be a trigger error, until I performed a more thorough search...and then got them on the very last turn... :lol:
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New Scenario: Low Vosges to Strasbourg

Post by conboy »

All,

LINK IS PULLED UNTIL WE GET THROUGH QA REVIEW BY BRU! SORRY!

Here is the link to a new scenario for pre-release peer review. Still focused on US 3rd Infantry Division but all of VI Corps and XV Corps and part of XII corps participate. (I might have bitten off more than I can chew this time.)

link pulled -- see most up-to-date link on Conboy Scenarios Original Post:
https://www.slitherine.com/forum/viewto ... 20#p797665

I can't make up my mind on the phase I objectives, whether they should be "Hold all at turn 20" or "Take all before turn 21". Let me know what you think.

Bru, if you have time, I'd appreciate a scrub and critique.

If you download and play, please provide review/comments and a replay (post or PM) -- I very much need some feedback on this one before it goes out for general consumption.

thanks in advance!

conboy
Last edited by conboy on Wed Oct 16, 2019 1:10 pm, edited 2 times in total.
bru888
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Re: New Scenario: Low Vosges to Strasbourg

Post by bru888 »

Interesting. I was just checking over your AI teams, looking for unassigned units (none) when I noticed this:

Screenshot 1.jpg
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Was this intentional? The Netherlands is one of your Allied factions and you have about a dozen of their units in the scenario. For the Dutch Heavy Infantry on the Allied side, you used US Heavy Infantry '44 and I know why; there isn't any Dutch infantry in the game past 1941.

But you do have this one Dutch Heavy Infantry '41 fighting for the Germans. According to Wikipedia, "Between 20,000 and 25,000 Dutchmen volunteered to serve in the Heer and the Waffen-SS. The most notable formations were the 4th SS Volunteer Panzergrenadier Brigade Nederland which saw action exclusively on the Eastern Front and the SS Volunteer Grenadier Brigade Landstorm Nederland which fought in Belgium and the Netherlands."

Ssnederland.jpg
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Other sources seem to confirm that foreign volunteers were generally steered to the Waffen SS. I'm not saying that you should bother doing this, as it could have been an oversight to begin with, but it might be interesting to add the Waffen SS faction to the scenario, switch this unit to it, and label it accordingly if that is indeed what you had in mind.
- Bru
conboy
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Re: New Scenario: Low Vosges to Strasbourg

Post by conboy »

It's an oversight. I'm too much of a fan of the Dutch to bring up such unpleasantries.

I need the red/white/blue Dutch flag to denote corps sister units (apart from the Free French). But I don't know how I assigned one to the Germans.

Again, an error. I'll switch out the other Dutch infantry to US. That's what they should be - Dutch-flagged US units.

Thanks for starting on this!

conboy
bru888
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Re: New Scenario: Low Vosges to Strasbourg

Post by bru888 »

I cover it all in these sweeps, including the weather! So, I noticed that it's snowing but the landscape is not in winter. Then I noticed the date in the third week of October. Yes, the air could be cold enough in this country now for there to be snow but still too warm for it to stick and coat the ground.

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Briefing suggestion: "Truscott here, Commander VI Corps, briefing you, the US 3rd DIv Commander."

None of your briefings have a Focus Hex. It might be good to point out these locations on the map. Also, the briefings seem to be repetitive and could use some editing.

No words of wisdom, commiseration, or scorn for Defeat? You do provide for Defeat by having AI objectives but perhaps you are okay with the default messages:

Screenshot 3.jpg
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And I don't want to be a prissy pants stuck in the mud fuddy-dud but that reference to "Groundhog day" is a clunker to me. It's an anachronism; the association of Groundhog Day and repeatedly reliving the same day or series of events came from the 1993 movie. :)
- Bru
bru888
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Re: New Scenario: Low Vosges to Strasbourg

Post by bru888 »

Now, this soothes the historian in me! I like these touches.

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And I did check; Williams was a big enough star to be an attraction before he went into military service during World War 2:

Image0066.jpg
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Now, it so happens that Williams was never in Europe during WW2, so the pass would have had to include a furlough back to the States. Williams spent the first couple of years training to be a naval aviator, then training other young pilots in Pensacola, Florida. (One wonders what took so long and whether the Navy intentionally dragged their feet getting him into a theater of operations and actual combat, considering his celebrity status.) He was in Hawaii finally awaiting orders to join the Pacific fleet when the war ended. Williams did see combat in Korea, though.

No, I'm not an expert on Ted Williams. I just read all this in Wikipedia! But a good reference; I like it.
- Bru
bru888
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Re: New Scenario: Low Vosges to Strasbourg

Post by bru888 »

I don't see an image file in the folder that matches this name:

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Image0067.jpg
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The Target Hex for this condition is way at the top of the map. It could be a long time, if ever, that the Allies occupy that hex and start the armor battle. Intentional?

Screenshot 7.jpg
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Here's something that makes me think that is an error. The Event Popup trigger's Target Hex is further south, around where Panzer Lehr is headed. It would seem odd to get the popup message here, then need to wait to begin the battle until an Allied unit takes the hex all the way to the north:

Screenshot 8.jpg
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Better check the Target Hexes on the Event Popup and Focus Camera effects as well. They are pointing to the north and, due to fog of war, they will just be showing blank terrain.
- Bru
bru888
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Re: New Scenario: Low Vosges to Strasbourg

Post by bru888 »

Sorry for the multiple posts, by the way. I find that too many images in one post is not a good idea; images cannot be edited once the post is made so more than a certain amount attached to one post often leads to deleting the post and starting over if there is an error.

The Target Hex does not point to a VP even though the event is "Capture VP Event." No doubt the trigger would fire anyway eventually, the next time a VP is taken, but to be precise, you may want to either make this a "Move Event" or point the Target Hex to one of the nearby VP's:

Screenshot 9.jpg
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Under the category of learn something new about OOB every day (it seems): Capitalization of image file names does not matter. Your trigger calls for the image named "3rd Move Out" but the file is actually named "3rd move out." No problem:

Screenshot 11.jpg
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Spaces can be a problem, though. For example, it wouldn't work if the trigger was "3rd Move Out" but the file name was "3rdMoveOut" or "3rd_Move_Out."

Speaking of images, would you be willing to offer me recompense for my services by divulging where and how you get your newspaper headline photos? Is it just by internet search or do you have a source that you wouldn't mind revealing? Because, your scenarios often include nifty headlines like this:

preview.png
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'Nuf fluff. Now comes the hard stuff starting in the next post.
- Bru
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