2nd Battle of Kharkov 42
Moderators: Order of Battle Moderators, The Artistocrats
2nd Battle of Kharkov 42
Bru, Could you please have a look at my latest scenario 2nd battle of Kharkov. I have it working well except for getting the triggers for the prime objectives to work correctly. At the end of the scenario the player should get a victory if he holds Kharkov and Krasnodar. In fact only a draw results.
https://www.dropbox.com/preview/2nd%20b ... e=personal
https://www.dropbox.com/preview/2nd%20b ... e=personal
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bru888
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Re: 2nd Battle of Kharkov 42
Okay, give me a day or two. I'm up to my ears with OOB, I'd say! Fortunately, I just finished my latest, and last, public production but I am still developing stuff privately and working with Erik on a couple of joint projects. I'll have a look at yours, soon. Notice I renamed this thread because I will post my results herein.
EDIT: The Dropbox link doesn't work, at least not for me. I have a Dropbox account and this link makes me sign into it but then it tells me the folder does not exist.
Perhaps you are missing a public sharing setting on that folder? I know from using Google Drive for the same purpose that you need to set a file or folder as being open to the public prior to asking for the shareable link. Thus, people don't need a Google Drive account to download my stuff or a Dropbox account to get Erik's.
EDIT 2: There's a clue in your link if you look closely. It includes the word "preview" which, unless you named a parent folder that, means you got the wrong link. Try again.
EDIT: The Dropbox link doesn't work, at least not for me. I have a Dropbox account and this link makes me sign into it but then it tells me the folder does not exist.
Perhaps you are missing a public sharing setting on that folder? I know from using Google Drive for the same purpose that you need to set a file or folder as being open to the public prior to asking for the shareable link. Thus, people don't need a Google Drive account to download my stuff or a Dropbox account to get Erik's.
EDIT 2: There's a clue in your link if you look closely. It includes the word "preview" which, unless you named a parent folder that, means you got the wrong link. Try again.
- Bru
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conboy
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Re: 2nd Battle of Kharkov 42
'scuse me for barging in... tried to delete this post but wouldn't let me.
Last edited by conboy on Wed Nov 27, 2019 4:06 pm, edited 1 time in total.
Re: 2nd Battle of Kharkov 42
Bru, Is this correct now? https://www.dropbox.com/s/h6unjretc04r9 ... .zip?dl=0
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bru888
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Re: 2nd Battle of Kharkov 42
Yes, I have it now.edward77 wrote: ↑Wed Nov 27, 2019 12:11 pm Bru, Is this correct now? https://www.dropbox.com/s/h6unjretc04r9 ... .zip?dl=0
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terminator
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terminator
- Field Marshal - Gustav

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Re: 2nd Battle of Kharkov 42
Terminator, I am well aware of the unfinished nature of the scenario! My question specifically relates to WHY the two Primary Objective triggers do not work correctly resulting in a draw even when the player has successfully held on to both Kharkov and Krasnodar.
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terminator
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Re: 2nd Battle of Kharkov 42
For example, if the Russians did never take Karkhov, the objective "Hold on Karkhov" will never be validated for the German at the scenario end.edward77 wrote: ↑Thu Nov 28, 2019 12:07 pm Terminator, I am well aware of the unfinished nature of the scenario! My question specifically relates to WHY the two Primary Objective triggers do not work correctly resulting in a draw even when the player has successfully held on to both Kharkov and Krasnodar.
I think that the triggers could be better, the primary objectives should remain open throughout the game and tested only at scenario end (or before if early victory condition).
Something like that :
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conboy
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Re: 2nd Battle of Kharkov 42
Edward77,
Terminator said --
Aside: Without reciprocal Soviet objectives, the player will never receive worse than a draw.
ps, started playing it -- looks like a real blast! Looking forward to the finished version.
conboy
Terminator said --
I agree with Terminator. Since this is a Germans-on-Defense scenario, then both objectives for the Germans should be set for Trigger "Hold Kharkov (Krasnograd) to End of Scenario", Condition "Check turn =-1", Result "Primary Objective Completed". That would solve any issues with the cities changing hands several times during the game, and prevent a situation in which either was never taken by the Russians, leaving the Objective state inactive which would result in a draw.primary objectives should remain open throughout the game and tested only at scenario end
Aside: Without reciprocal Soviet objectives, the player will never receive worse than a draw.
ps, started playing it -- looks like a real blast! Looking forward to the finished version.
conboy
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terminator
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Re: 2nd Battle of Kharkov 42
Just out of curiosity, where does the template.jpg file come from ?
Re: 2nd Battle of Kharkov 42
Terminator, Map from VCS Kharkov Board Game Geek
Re: 2nd Battle of Kharkov 42
Terminator Hopefully my final version. please check out. Any suggestions welcome
https://www.dropbox.com/s/2qsuh1a7difvm ... 6.zip?dl=0
https://www.dropbox.com/s/2qsuh1a7difvm ... 6.zip?dl=0
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GabeKnight
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Re: 2nd Battle of Kharkov 42
Hi Edward,
wanted to give your scen a go, looks good. I like smallish maps with a tight turn limit. But the Soviets start off under-supplied (-40 something). Intended? I suppose not. I changed that and will play now.
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Edit / afterwards
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Nice. Intense battle. Played with my mod in middle difficulty. Good balance for an average player base, I guess, not too difficult to win at first try, but may be a bit tough on beginners. Should be well playable at level 5 difficulty, too.
Maybe a bit too much RP, I could elite repair all my units (almost) all the time, the overall losses to my units - 19CP with the Germans, and some Romanian losses from the beginning of the Soviet attack - were minimal compared to the size of the battle. I also suggest more Soviet airforce, would be more fun.
- There's a road/bridge error at Peresenchev. I don't remember exactly what causes it, but it has something to do with a road crossing on river hexes, I believe.
- Same road/bridge thing one hex south of Krasnograd
- you shouldn't use core units in scenarios that don't allow purchase or deployment. When a player's core unit is destroyed, it's going to free up the respective command points and basically I can "revive" that unit and redeploy anywhere I wish (well, on VPs, of course
) on the map again
- All the sec. objectives, except "Izium", don't check at scenario end (see screenshot)
I investigated with the editor and both the "Volchansk" and "Cheguyeu" triggers are missing the target hex in the "check hex owner" condition and the "Belgorod" objective is missing the whole trigger to validate it.
But basically the scen played as it should (after I've fixed the supply situation). Thank you!
wanted to give your scen a go, looks good. I like smallish maps with a tight turn limit. But the Soviets start off under-supplied (-40 something). Intended? I suppose not. I changed that and will play now.
---
Edit / afterwards
---
Nice. Intense battle. Played with my mod in middle difficulty. Good balance for an average player base, I guess, not too difficult to win at first try, but may be a bit tough on beginners. Should be well playable at level 5 difficulty, too.
Maybe a bit too much RP, I could elite repair all my units (almost) all the time, the overall losses to my units - 19CP with the Germans, and some Romanian losses from the beginning of the Soviet attack - were minimal compared to the size of the battle. I also suggest more Soviet airforce, would be more fun.
- There's a road/bridge error at Peresenchev. I don't remember exactly what causes it, but it has something to do with a road crossing on river hexes, I believe.
- Same road/bridge thing one hex south of Krasnograd
- you shouldn't use core units in scenarios that don't allow purchase or deployment. When a player's core unit is destroyed, it's going to free up the respective command points and basically I can "revive" that unit and redeploy anywhere I wish (well, on VPs, of course
- All the sec. objectives, except "Izium", don't check at scenario end (see screenshot)
I investigated with the editor and both the "Volchansk" and "Cheguyeu" triggers are missing the target hex in the "check hex owner" condition and the "Belgorod" objective is missing the whole trigger to validate it.
But basically the scen played as it should (after I've fixed the supply situation). Thank you!
Re: 2nd Battle of Kharkov 42
Thanks. Interesting scenario. Will you add some anti-air defence for USSR? So many artillery with almost no AA support 
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terminator
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Re: 2nd Battle of Kharkov 42
The scenario starts well, it seems to promote
But there’s still work to be done...
Start with the map which is good but some details could be settled :
But there’s still work to be done...
Start with the map which is good but some details could be settled :
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terminator
- Field Marshal - Gustav

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terminator
- Field Marshal - Gustav

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Re: 2nd Battle of Kharkov 42
PS: I don’t have too much time right now, all comments are on images
Re: 2nd Battle of Kharkov 42
Thanks for all the comments and suggestions. Very helpful, as I think I now have all the objectives working correctly.
On the question of using core units, if no purchases are allowed and no deploy hexes designated then how can a lost core unit be replaced if the Purchase screen is blank?
On the template.jpg map, at the top, can anyone tell me the name of the town half way between Akhtyrka and Belgorod?
Lastly, Although the blowing of the Izium bridge trigger does occur there is no explosion effect.
Thanks again.
On the question of using core units, if no purchases are allowed and no deploy hexes designated then how can a lost core unit be replaced if the Purchase screen is blank?
On the template.jpg map, at the top, can anyone tell me the name of the town half way between Akhtyrka and Belgorod?
Lastly, Although the blowing of the Izium bridge trigger does occur there is no explosion effect.
Thanks again.

