Welcome Commander!
Here are scenarios that I have made. I played OoB a bit and loved possibilities given by editor. My aim is to created interesting maps and scenarios, like other creators on this forum. I will be mostly focusing on ahistorical/fantasy scenarios - sadly, I don't have much time to spent on research to create proper historical mission, but I still have plans for such maps/campaigns.
List of my scenarios:
Island by Island 1.0 - mission focused on island hopping using small force. Meant to be short, but it is a demanding mission. You must properly plan and execute attack to take all islands in given time.
Island Neck 0.9 - Take British forces on the beaches! In this mission you will have to overcome dangers from sea, and narrow island's geography.
Haako's Scenarios
Moderators: The Artistocrats, Order of Battle Moderators
Haako's Scenarios
- Attachments
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- preview1_Island-by-Island.png (175.31 KiB) Viewed 2183 times
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- preview2_Island-Neck.png (83.58 KiB) Viewed 2183 times
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- preview2_Island-Neck.png (83.58 KiB) Viewed 2186 times
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- preview1_Island-by-Island.png (175.31 KiB) Viewed 2186 times
Last edited by Haako on Thu Oct 17, 2019 11:05 pm, edited 14 times in total.
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: Haako's Scenarios
I don't care about historicity if it plays well. I'll give it a go now. Thank you. 
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: Haako's Scenarios
Island by Island 0.8, lvl4
Played flawlessly, a little nice scenario; Thank you!
Nice map, the difficulty was okay - maybe a DD and gunboat more for the Japs woudn't hurt. The mines placement and the coastal gun were excellent. You probably could scratch the last reinforcements wave (with the arty piece), the battle was more or less over by then. And the aux-AI-controlled CA in the beginning were a bit useless. They patroled up and down near the exit hexes while my ships engaged the enemy. And the outcome event's missing a pic.
What else do you have in your scenario vault?
Played flawlessly, a little nice scenario; Thank you!
Nice map, the difficulty was okay - maybe a DD and gunboat more for the Japs woudn't hurt. The mines placement and the coastal gun were excellent. You probably could scratch the last reinforcements wave (with the arty piece), the battle was more or less over by then. And the aux-AI-controlled CA in the beginning were a bit useless. They patroled up and down near the exit hexes while my ships engaged the enemy. And the outcome event's missing a pic.
What else do you have in your scenario vault?
Re: Haako's Scenarios
Thanks GabeKnight! I really appreciate that you took time to play, post feedback here and mostly, that you had fun with it
I;m glad that tempo of this mission was good - wasn't too slow or too fast. And regarding your comments:
The aim was to give player some support in the beginning, but not too strong. I will change orders for this group or just give those ships to player for a few turns.
If you crave for more... that can be done ;P I will finish tomorrow "Island by Island" and fix those issues, create additional pop-ups and add missing pictures. I'm already creating next scenario and my plan is to create one scenario per week. Next 1-3 scenarios will still focus on seaborne invasions - how to plan, execute and post-handle them. Then I will try to create a camping form those singleplayer scenarios.
After that, I will create some more
Great! I planed and test a lot to achieve good balance. If you would put those additional Enemy ships, then which part of the map is better? West, under middle island (atoll) or around eastern island?GabeKnight wrote: ↑Sun Sep 01, 2019 5:40 pm Nice map, the difficulty was okay - maybe a DD and gunboat more for the Japs wouldn't hurt. The mines placement and the coastal gun were excellent.
I was afraid that player will lose too much forces to take las island. Maybe I will change the trigger and set it to appear only for difficult 3 and lower.GabeKnight wrote: ↑Sun Sep 01, 2019 5:40 pm You probably could scratch the last reinforcements wave (with the arty piece), the battle was more or less over by then.
Hmm, that was not the planGabeKnight wrote: ↑Sun Sep 01, 2019 5:40 pm And the aux-AI-controlled CA in the beginning were a bit useless. They patroled up and down near the exit hexes while my ships engaged the enemy. And the outcome event's missing a pic.
Hehe
After that, I will create some more
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: Haako's Scenarios
I'd place them probably in the south-east corner, defending the last major island, supported by the coastal gun. But I'm not sure to be honest. It's just that I really like the naval aspect of the game and (your) enemy forces just seemed to weak for my taste.
Good idea.
I think they fired a shot or two at the enemy units on the island. And I could've tried to lure the enemy ships near the south edge into their range, but...yeah, give them as aux. units to the player.Haako wrote: ↑Tue Sep 03, 2019 10:17 pmHmm, that was not the planGabeKnight wrote: ↑Sun Sep 01, 2019 5:40 pm And the aux-AI-controlled CA in the beginning were a bit useless. They patroled up and down near the exit hexes while my ships engaged the enemy. And the outcome event's missing a pic.The aim was to give player some support in the beginning, but not too strong. I will change orders for this group or just give those ships to player for a few turns.
In my opinion you know what you are doing, so yeah, keep 'em coming, please.Haako wrote: ↑Tue Sep 03, 2019 10:17 pm HeheIf you crave for more... that can be done ;P I will finish tomorrow "Island by Island" and fix those issues, create additional pop-ups and add missing pictures. I'm already creating next scenario and my plan is to create one scenario per week. Next 1-3 scenarios will still focus on seaborne invasions - how to plan, execute and post-handle them. Then I will try to create a camping form those singleplayer scenarios.
After that, I will create some more![]()
Re: Haako's Scenarios
You could also use the random trigger to have the ships deploy at 3 (or more) locations.
I used this regularly for carrier groups and subs in my US naval campaign. Well worth the extra work.
I used this regularly for carrier groups and subs in my US naval campaign. Well worth the extra work.
Re: Haako's Scenarios
Small update
I have finally finished another scenario "Island Neck". Map again is small byt packged with options and trival twists. I hope you will find it equally difficult and fun.
Two more scenarios are waiting for polish, events and some testing - I shouldn't start making more than one scenario, now I have three but all in the middle :/
I have finally finished another scenario "Island Neck". Map again is small byt packged with options and trival twists. I hope you will find it equally difficult and fun.
Two more scenarios are waiting for polish, events and some testing - I shouldn't start making more than one scenario, now I have three but all in the middle :/
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: Haako's Scenarios
Thanks, I'll gladly try your new scen.
BTW, I've just replayed the "Island by Island 1.0" update and there's something messed up compared to the v0.8: The air/ground re-entry hexes are missing! (It's not so bad with ground, as I can deploy on city hexes). And there's some Jap. bomber appearing at some later point in the southeast corner that does nothing. Maybe it's missing AI orders.
BTW, I've just replayed the "Island by Island 1.0" update and there's something messed up compared to the v0.8: The air/ground re-entry hexes are missing! (It's not so bad with ground, as I can deploy on city hexes). And there's some Jap. bomber appearing at some later point in the southeast corner that does nothing. Maybe it's missing AI orders.

