(WIP) Allied Airborne Campaign

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LandMarine47
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(WIP) Allied Airborne Campaign

Post by LandMarine47 »

Hello everyone!

For a long time now I have wanted to contribute to this game with my own mod. Teaching myself the games mechanics has been a long process, but I think I am nearing the point that I will finally be able to begin my first campaign, revolving around the western allied airborne operations of WWII. I want to outline how I am designing the campaign, and hope as many of you will be able to give me historical feedback and insight (I know next to nothing about military organization and British Airborne exploits) I will also ask a few technical questions about the game, as I do want to add in some potential new units, re-skin infantry to better represent the player core force (The same way Battle Academy re-skined all it's units for the Market Garden DLC) and some brand new specializations unique to the Paratroopers! While I want this to be a single player experience, if the demand is great enough I can very easily see this campaign being better for a 2vAI campaign.

As a side note, I do not know what a single unit should be modeled behind. Perhaps battalion sized units? For the sake of an enjoyable campaign, I would like the players core forces to only be slightly smaller than non-core support units. Any advice is great here. Alternatively, should players be allowed to have core Air Units? I want this campaign to emulate the Marine Campaign, and felt that allowing the player to have and Air Force would greatly benefit them, especially later down the line where players have to escort more troops into the fight.

Overview.

The Allied Airborne Campaign will follow the exploits of some of the most daring airborne operations of the war. I want to scale of the campaign to be an incredibly large scale operation overview of each famous operation, with incredibly complex AI constantly re-acting to the player's actions. Players will take command of both US and British Paratroopers, and scenario's will represent the chaos of these opening moments to an airborne operation. Each scenario will do it's very best to find a balance between historical accuracy and fun game play. As a casual player, I want to balance the game based off of the level 3 difficulty, but more hardcore players are welcome to play test and provide feedback. Here is what I have been thinking up for this campaign.

Scenario List.

1. Operation Husky - First major Allied Airborne operation to ensure the invasion of Sicily runs into few problems. This scenario will focus on the whole of southern Sicily (From Gela in the West to Augusta in the east). American troops will be tasked with destroying coastal artillery and Italian Strong points near Gela, support American landing operations then dig in and prepare for a powerful, German lead counter attack (you know Tigers will be rolling in.) The British will do the same on their side of the Island, but instead of facing German Tigers, the British will face a fierce Italian counter-attack near the captured bridges at Ponte Grande on the River Anape. This will be an operation that demands very close co-operation between the very lightly armed Airborne core force, and the larger seaborne forces. As much as I would love to give the AI control of the seaborne forces, considering how vital it is for the airborne forces to co-operate with them, players will also control them, but they will have very limited RP, so players will have to use them wisely.

2. Invasion of Italy (Operations Avalanche, Baytown and Slapstick)
Once again, a scenario to encompass the massive 2 or so week invasion of Italy. The map will try and form a triangle between Salerno, Taranto, and Calabria. The British operations (ahistorical but fun idea?) will focus on destroying as many Luftwaffe units on the ground as possible, in order to help the Italian fleet escape Taranto! With so many capital ships in one place, this opening attack will be vital to the survival of the italian fleet, and later Allied Fleet when supporting the heated landings at Salerno. Afterwards, British troops will attempt to "disarm" as many Italian troops as possible and race to help their American Allies (a historical but fun idea?)or simply focus on securing Calabria and Taranto proper from a smaller Axis garrison. The Americans will once again face the full might of the German War machine. American airborne troops should focus on destroying as many German support units as possible (AA and Artillery) before the Army makes it's landfall. Instead if pushing into Salerno proper, American troops need to occupy the hills and forests, and hold off increasingly powerful German formations until the Army can support them. (once heavy armor beings to appear, Salerno should be secured, otherwise the para's will be in trouble!)

3. Operation Neptune
Invasion of France. Map will be from Pegasus Bridge and outskirts of Caen in the east, to Carentan and St. Mere Eglise to the west, Bayuex being the center of the Map. Onjectives will mirror their real life counterparts, With a rapid capture by the British of Pegasus bridge and holding it against potential German attacks (should the bridge fall even once, it will be destroyed, do not know if this should be a primary obj like in real life, or a secondary one.) Then supporting the British and Candians on their push to Caen. The British should actually expect more armor than the Americans in this scenario. Americans will have to do two things at once, support the landings while also pushing as far inland as possible, the objective being Carentan. Once Carentan has been captured, the player will have a very limited amount of time to fortify themselves at "Bloody Gulch" before a powerful Armored Attack begins. (The para's cannot hold this attack back independently. By the time fighting breaks out here, US Armor should be off the beaches and on the move to the Para's!) A secondary objective for never losing Carentan should highlight how serious this attack is.

4. Market Garden
If you already played Erik's 2v1 scenario, this will follow the ill fated operation, with my own special twist of course. XXX Corps MUST reach certain objectives on time, with triggers affecting German AI behavior. For example, if the Allied Player can take Son bridge intact (historically it was destroyed by the Germans) the German AI will instead have units attack XXX corps instead of Arhnem, giving the troops there a solid chance. Arhnem and Nijmegen bridges must be captured by X amount of turns, otherwise the mission will fail. Secondary objectives would be capturing all smaller bridges intact, XXX Corps will have one single pontoon unit, and time is not your ally in this scenario. Even one turn could cost you Arhnem bridge. Should the player feel it necessary, there will be a special "evac" point somewhere near Arhnem to withdraw core troops should XXX corps fail in it's drive to the city (I do not want player's to loose their core here, I want this scenario to be the hardest of the campaign, but I want it to be fair.) American troops should focus on their big objectives, Eindhoven and Nijmegen, but he must ALSO defend the Groesbeek heights. This will be a primary obj as historically the 82nd squandered a lot of time and men here for a powerful attack that never came (should secondary objs be meet, German attacks will strengthen in this sector.) Of course, non-core Polish paratroopers can be deployed anywhere, be warned, the Luftwaffe will be prowling the skies when they arrive.... (for the sake of historical accuracy, should XXX reach arhnem and the player win a major victory, a german V-2 will strike the bridge, collapsing it into the river!

5. Battle of the Bulge
this is going to be a tricky one. I do not exactly know when this scenario should begin, but I was thinking later on, around the time the 101st in cut off in Bastogne and the 82nd is holding off a major German attack near the Baraque- Fraiture crossroads (maybe the first day should be December 23rd.) of course this will be the only scenario where you cannot air drop your forces, all of them must be deployed on the ground. Air Force will not be available until late into the battle. This is a true battle of survival. Airborne forces must begin the scenario defending key points and saving as many battered non core units as possible. Staging ground points will be established, and after X amount of turns, they will "regroup" at full health while the paratroopers withdraw. (maybe have multiple regrouping points that the Germans can overrun?) The very small British core in this battle will spawn far away from the main battle lines, and might be defending against weaker attacks (a historical idea) while it slowly makes its way towards the frontline with some Fireflies in tow. (have not decided the size for this map or where it shall take place, might look at Endsieg's map for ideas)

6. Operation Varsity, final scenario.
Probably the smallest map geographically, but the most clustered! From Wesel to Hammenkeln, As befitting for the largest single day drop of the War, the Allied Player will be able to unleash the full force of his core on the German troops defending the Rhine. This will be a grueling scenario, with the player having to link up with river-borne troops ASAP before supplies run out. For once it is actually expected that Airborne troops do most of the heavy lifting, as most of the infantry coming ashore won't have the same shock value as the para's, so taking out strong points is a must! Wesel and Hammenkeln will be the two primary objectives, with potential (a historical) objectives of taking industrial zones ASAP (the longer it takes, the more tanks roll out of the assembly lines, like Stalingrads T-34 factory.) As usual, players should expect armor to being appearing near the end of the scenario.

SPECIALIZATIONS AND MECHANICS
I want Air Supplies to be a mechanic for this campaign. We have a very limited version with Panzerkrieg's Winterstorm scenario as a base, so I would have to set "resupply points" during scenarios. I think 3 turns is not enough for the scope of this campaign, but I do not want to modify that stat (4+ turns without supplies would make para's OP)

I want from the start the players to be able to field more units than standard airborne infantry. I want to remove the repair bridge ability from engineers, and players will be able to deploy them as well as HW infantry, small caliber AT guns, and later on tanks and artillery! Maybe even a new infantry unit called "Light Airborne Infantry" which will have the Guerrilla stat but have less atk and def compared to regular infantry. I would want to re-skin them to share the US AB uniform and UK AB uniform as well.

In the way of specializations, some vanilla and new specializations will make up the campaign! With the basic boot camp and pilots school specs, and aircraft specs here's some new ones I thought up of.

US AND UK SPEC
Airborne Tanks specialization, unlocked in June 1944 (A historical) UK Tetrarch and US M22 Locusts will become available to purchase. More of a Scout than a light tank unit, these tanks will have high soft attack, but next to no hard attack or defense to reflect just how light they are. Can only be deployed at "resupply" points (think of gliders from Panzer Corps, how heavy equipment can only be deployed at certain places like airfields or specific tiles)

US AND UK SPEC
Airborne Expansion, unlocked in June 1944, additional training and expansion of the current airborne corps allows for the creation of the world's first Airborne Army! Free units (101st AB and 1st AB?) plus a CP expansion.

US AND UK SPEC
Airborne AT Guns, Unlocks in September of 1943, to better deal with heavy german armor, all AT guns dropped gain an X amount of extra damage and defense due to better training and weapon quality. I want actually buff AT guns for this campaign, as I do not want British Paras fielding 17PDR's at Arhnem to deal with big german tanks. This specialization will make AT even more viable.

US AND UK SPEC
Airborne Artillery, Unlocks in June of 1944.(A historical) This specialization will add very small caliber guns to be dropped in order to help airborne forces in softening up German forces. Kinda want players to have to make serious choices for Neptune, either take very fast tanks, or actually have supporting artillery!

US ONLY SPEC.
Bazooka Training. unlocks September of 1943. US Airborne forces receive top of the line anti tank equipment and training. all infantry receives X amount of hard atk/def.

UK SPEC
Commandos
SAS troops can be enlisted into core forces. Unlocks September of 1943. If you enjoy SAS in the base game, I will try and set up undefended German artillery for those devils to attack :wink:

US AND UK SPEC.
Danger Close! Unlocks September 1943 Improved Radio communications gives Aircraft a combat bonus to enemy units if the are adjacent to a core unit. Need to test values to make this worth picking up.

UK ONLY SPEC
Operational Experience, Unlocks September 1944. The British Command has learned from previous operations, and now all British troops suffer a -3 efficiency penalty instead of the normal -5 when landing and entrench faster than their American Counter parts.

US SPEC ONLY
Combat Experience, Unlocks September 1944 US Forces have learned from previous operations, and now get an X amount of damage to all units, plus a limited amount of shock damage! Superior equipment to Stens and Bolt Action Enfields is my basis for this specialization.

US AND UK SPEC
Captured Equipment unlocks December 1944,(A historical) After countless operations, the player can now field some captured German support equipment capable of being dropped into battle with them! (Flak 36, smaller caliber artillery and AT guns would be some examples?)

US AND UK SPEC
Elite Reputation unlocks December 1944. Airborne troops are the best of the best the Allies have to offer, their mere presence inspires non-core troops to fight on. Adjacent non core troops will get a atk/def bonus when next to a core infantry unit.

This is all just my brain storm, and I am currently studying as many maps of 1943 Sicily as I can! Once I have completed the map, I will update this post and probably ask questions about AI behavior. I do not want Tigers rolling into battle during turn two. Of course please provide feedback, at the moment I need help thinking up of interesting secondary objectives! A very ambitious mod for sure, but with COVID-19 showing no signs of slowing down, I think I have time to make this little project a reality :roll:
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Re: (WIP) Allied Airborne Campaign

Post by GabeKnight »

Nice idea and I welcome every new project. But, some pointers from me:

- AFAIK you can not change/mod infantry models and/or their textures
- you can (probably) re-use faction-specific specs with another nations (e.g. I guess the "PAK-Front" should work for everybody) and "unlocking" new units into the player's roster works fine with new specs, but I don't know how you think you'll be able to add specs with completely new features...
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Re: (WIP) Allied Airborne Campaign

Post by conboy »

. Perhaps battalion sized units?
Battalion should work well for airborne. I think a half-a-klik scale? would be good. better check the doctrine for Airborne Battalion frontage so your map scale will work out.
I would like the players core forces to only be slightly smaller than non-core support units.
I haven't figure out how to do this. I would really like to have some armor units that remained 5-strength throughout some scenarios but the only I have figured out how is to cut supply to prevent them from growing due to reinforcements. Maybe somebody else has a take on this? How to limit a specific unit's strength over the course of a scenario or campaign?
Should players be allowed to have core Air Units?
I recommend it. that way you and the players always know what you have to work with in basic scenario design, then you can add non-core or subtract (variety of means) to the particular needs of a scenario story line.'

Good Luck -- I'm interested as to how this might work out. You may find some innovative solutions to nagging issues and come up with a fun campaign to boot.

One thing you'll run in to though is how to identify core units -- sometimes they'll be 82nd, sometimes 101st, sometimes 504th PIR, sometimes 509th PIB, depending on what scenario you're making.

conboy
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Re: (WIP) Allied Airborne Campaign

Post by Erik2 »

Many, many moons ago I asked adherbal for a way to set max unit strength in the editor.
I think this would make it easier for scenario designers to field say companies and battalions on the same map.
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Re: (WIP) Allied Airborne Campaign

Post by conboy »

Dig it, Erik!
Thass what I'm-a-tawkin bout, Blood!
I was looking for a way to spread/sprinkle some armor companies out among the infantry, as was the manner in US WWII infantry divisions. That might have done it, had I been able to set a max strength in the editor. I Would like to have had 3 medium tank companies and one light tank company, instead I had to compromise with one medium battalion and one light battalion, which was pretty heavy for an infantry division. A couple tank tokens set at 7 or so max would have nicely represented tank companies.

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Re: (WIP) Allied Airborne Campaign

Post by LandMarine47 »

GabeKnight wrote: Tue Aug 11, 2020 12:22 pm Nice idea and I welcome every new project. But, some pointers from me:

- AFAIK you can not change/mod infantry models and/or their textures
- you can (probably) re-use faction-specific specs with another nations (e.g. I guess the "PAK-Front" should work for everybody) and "unlocking" new units into the player's roster works fine with new specs, but I don't know how you think you'll be able to add specs with completely new features...
That is a real shame :( I guess that I would have to make units from scratch much like the Spanish Civil War mod. In the meantime, I will have to learn on how to tinker with unit abilities, as I stated before, I want to take all American Infantry rooster and make them all Airborne. Scouts will be replaced with Path Finders, Marines with Airborne Light Infantry, and so on and so forth. I am not a 3D modeler, so for right now I hope players forgive Marines and Engineers going the drops :lol: speaking of which, I am going to have to disable the ability of Airborne engineers to build bridges.

The Specializations are just some ideas I was playing around with. I do want the US and UK forces to have some degree of difference between them, hence why later on in the campaign US Troops get some nice attack buffs, while UK troops get defense buffs. Might even just give players a set amount of Spec points at the start of the campaign and allow them to choose as they see fit. Modifiying existing stats is the biggest thing I am going to tinker with, because I think that 6 PDR AT guns and other smaller caliber AT Guns should actually be a threat to German Armor, otherwise, Tigers and Panthers will roll over troops with near immunity unless you bomb them into oblivion with your Air Force.
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Re: (WIP) Allied Airborne Campaign

Post by LandMarine47 »

conboy wrote: Tue Aug 11, 2020 12:40 pm
. Perhaps battalion sized units?
Battalion should work well for airborne. I think a half-a-klik scale? would be good. better check the doctrine for Airborne Battalion frontage so your map scale will work out.

Battalion level should work well with the scale of the operations, I just hope there are enough battalions to support some of the larger actions. I think I want there to be a larger American Airborne force than the British through out the entire campaign, but I might have to take some historical liberties for the sake of a better balanced experience.
I would like the players core forces to only be slightly smaller than non-core support units.
I haven't figure out how to do this. I would really like to have some armor units that remained 5-strength throughout some scenarios but the only I have figured out how is to cut supply to prevent them from growing due to reinforcements. Maybe somebody else has a take on this? How to limit a specific unit's strength over the course of a scenario or campaign?

I figured this would be an issue. I think that is all right, 10 strength units will be easier to balance anyway. Too bad OOB does not allow unit splitting like PzC 2 does!

One thing you'll run in to though is how to identify core units -- sometimes they'll be 82nd, sometimes 101st, sometimes 504th PIR, sometimes 509th PIB, depending on what scenario you're making.

When it comes to naming, I do think OOB will allow me to generate names based off of actual battalions later on in the campaign, so I might leave naming entirely up to players. I want players to be able to have a diverse core, so if you want hordes of HW infantry to rain on the Germans, just hope that they do not need to pass through rough terrain! It won't be historically accurate, and you probably wont have the CP to keep them all at full strength, but who knows, maybe Market Garden just needed more mortar teams to hold that bridge!
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Re: (WIP) Allied Airborne Campaign

Post by LandMarine47 »

Something I neglected to mention was Commanders! Since this is such a short campaign, I want players to achieve secondaries in order to unlock commanders mid-scenario, but I do not know who exactly to feature! Here are a candidates....

1. Robert Cole - 101st Airborne - If you played the 2005 Brothers In Arms Road to Hill 30 game, you might already be familiar with Colonel Cole. Won a Medal of Honor for leading a bayonet charge at Carentan on June 11th. Killed in Action by a sniper during Operation Market Garden. Because he was KIA, I do not think he should be a commander.

2. John Frost - 1st Airborne - If you saw A Bridge too Far, you might remember Colonel Frost, who lead the Spearhead of the 1st Airborne into Arhnem. Captured after holding the bridge as long as possible. His troops "would have followed him anywhere"

3. Major Richard Winters - Band of Brothers fans are familiar with Damian Lewis's portrayal of Major Winters. Major Winters lead Easy Company as their company commander until Oct. 1944, when he was promoted. Very popular with his men. (Watch BoB if you haven't, best war media out there)

Those are some of the more famous commanders popularized by the media. Of course I can simply go down the list and add division generals like Mathew Ridgeway and Fredrick Browning, but if any of you have some ideas let me know!
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Re: (WIP) Allied Airborne Campaign

Post by GabeKnight »

It should be possible to realize your other ideas with the units file.
LandMarine47 wrote: Tue Aug 11, 2020 9:38 pm I want to take all American Infantry rooster and make them all Airborne.
FYI, the paradrop mechanic works with the infantry class only. The other classes have to be spawned in air transports and land on airports.
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Re: (WIP) Allied Airborne Campaign

Post by asuser »

LandMarine47 wrote: Tue Aug 11, 2020 10:19 pm
Those are some of the more famous commanders popularized by the media. Of course I can simply go down the list and add division generals like Mathew Ridgeway and Fredrick Browning, but if any of you have some ideas let me know!
How's about General James Maurice Gavin, the "Jumping General", 82nd Airborne Div. or Lt. Col. Roy Ernest Lindquist, 508nd Par. Inf. Reg.?
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Re: (WIP) Allied Airborne Campaign

Post by LandMarine47 »

GabeKnight wrote: Wed Aug 12, 2020 1:43 am It should be possible to realize your other ideas with the units file.
LandMarine47 wrote: Tue Aug 11, 2020 9:38 pm I want to take all American Infantry rooster and make them all Airborne.
FYI, the paradrop mechanic works with the infantry class only. The other classes have to be spawned in air transports and land on airports.
That is a damn shame then. Might just have to make deployment hexes near drop zones.
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Re: (WIP) Allied Airborne Campaign

Post by LandMarine47 »

asuser wrote: Wed Aug 12, 2020 5:55 am
LandMarine47 wrote: Tue Aug 11, 2020 10:19 pm
Those are some of the more famous commanders popularized by the media. Of course I can simply go down the list and add division generals like Mathew Ridgeway and Fredrick Browning, but if any of you have some ideas let me know!
How's about General James Maurice Gavin, the "Jumping General", 82nd Airborne Div. or Lt. Col. Roy Ernest Lindquist, 508nd Par. Inf. Reg.?
They can go onto the list! I will read up on them and try and come up with some stats for him.
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Re: (WIP) Allied Airborne Campaign

Post by terminator »

chronmap.png
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82nd-map.png
82nd-map.png (565.43 KiB) Viewed 2956 times
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Re: (WIP) Allied Airborne Campaign

Post by conboy »

Spain?
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Re: (WIP) Allied Airborne Campaign

Post by Mascarenhas »

After taking par of Market Garden, in Set 44', 82nd div saw combat again in the Ardennes, in December. Never took to Spain.
From Wikipedia: "The Market Garden salient was held in a defensive operation for several weeks until the 82nd was relieved by Canadian troops, and sent into reserve in France. "
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Re: (WIP) Allied Airborne Campaign

Post by terminator »

This map is badly made, there was no more room to continue after Market-Garden so everything was moved to Spain :shock:
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Re: (WIP) Allied Airborne Campaign

Post by asuser »

LandMarine47 wrote: Wed Aug 12, 2020 11:13 pm
asuser wrote: Wed Aug 12, 2020 5:55 am
LandMarine47 wrote: Tue Aug 11, 2020 10:19 pm
Those are some of the more famous commanders popularized by the media. Of course I can simply go down the list and add division generals like Mathew Ridgeway and Fredrick Browning, but if any of you have some ideas let me know!
How's about General James Maurice Gavin, the "Jumping General", 82nd Airborne Div. or Lt. Col. Roy Ernest Lindquist, 508nd Par. Inf. Reg.?
They can go onto the list! I will read up on them and try and come up with some stats for him.

For our motivation and free use here is an first commander picture of the General:

commander_Gavin.png
commander_Gavin.png (125.43 KiB) Viewed 2896 times
commander_unit_Gavin.png
commander_unit_Gavin.png (73.46 KiB) Viewed 2892 times
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Re: (WIP) Allied Airborne Campaign

Post by Erik2 »

I am currently working on a medium sized Market-Garden campaign.
Large maps (at this time), but battalion units to facilitate fast play.
All Allied units are core so there are a couple of time travels...
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Re: (WIP) Allied Airborne Campaign

Post by 1ang »

CIAO
IT IS A TRUE SIN THAT THEY DON'T PUT THE GLIDES IN THE GAME
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Re: (WIP) Allied Airborne Campaign

Post by LandMarine47 »

hello all, after learning more about what I can and cannot mod when it comes to OOB, I have decided to instead release my six scenarios as stand alone missions, and if I can learn more on my end about how to better design a campaign and work with the game more, I will make a full campaign. These standalone scenario's will use vanilla assets for the first version, and I will update them with more unique and modded elements in due time. Expect screenshots within (maybe) a week of Operation Husky, the first Scenario I will be releasing!
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