Free France Campaign

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ColonelY
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Re: Free France Campaign

Post by ColonelY »

(Mainly) FEZZAN: 8)
bru888 wrote: Wed Jan 20, 2021 12:17 am [...] I can get the gist that way; same with La Combattante so never mind about that.

[...] . . . but a stamp can be worth a thousand words!

[...] So. I think we have a scenario in the making here! Two? I don't know. My initial inclination is to have one that shows the action from Chad to Tripoli. We'll see. (Rubs hands together in glee. :) )
1. About "La Combattante", understood! 8)

2. Yeah, this stamp is simply wonderful! :D

3. Nice, nice, what are you cooking us up? 8) The suspense is increasing... :D
bru888
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Wed Jan 20, 2021 8:50 pm TUNISIA: 8)
bru888 wrote: Wed Jan 20, 2021 1:45 pm [...] 09MarethLine

Yes, I am thinking of zooming in on the Battle of the Mareth Line to represent Tunisia. It's not like I need to show the entire Tunisian campaign to get a feeling for the participation of the Free French in it; one battle and some popup messages will cover it. Besides, I love the pairing of the French with the Greek Sacred Squadron in this battle! [...]

Awesome idea!
:D
:P Let's meet some Greek for once, and even some special forces! :D

:?: But now, there are some questions:
1. Do you intend to include the "Battle of Medenine" (a prelude to this one) within this scenario as well? If yes, as integral part of the scenario ('so having to fight it) or using some event to introduce it?
Factions: British + British India + New Zealand + Free France + Greece VS Italy + Germany... Yes, as part of the Mareth Line battle.
2. With the same concept, two other battles/scenarios could be build up just before this "Battle of the Mareth Line"... There are:
-> The "Battle of Kasserine Pass" (https://en.wikipedia.org/wiki/Battle_of_Kasserine_Pass) No. For one thing, it's been done before.
-> The "Operation Ochsenkopf" (https://en.wikipedia.org/wiki/Operation_Ochsenkopf) No. Too far north; it predates Mareth; and the Free French did not do well at all there ("The area was lightly held by poorly-equipped French troops"; "The British position became untenable due to withdrawals by the French"; "The French were surprised and swiftly overrun, most being captured.")
So one could move from different theatre of operations: from west-central Tunisia, to Northern Tunisia to end up to the Southern Tunisia with the Mareth Line...
And like this, already see some US troops fighting together with some Free French - it will be the very first time within this campaign! :wink: As I said earlier, "It's not like I need to show the entire Tunisian campaign to get a feeling for the participation of the Free French in it; one battle and some popup messages will cover it."
3. I see no fighting at all in Tunisia against the Vichy French... therefore (if we stay close to History) that would mean no French Somua nor B1 to be defeated on the battlefield... :cry: 'Could we do something about this? Yes, I believe so. I have to do more research on Operation Torch, but I believe that, after some days of fierce fighting by the Vichy French, Admiral Darlan negotiated a truce: In return for laying down arms and cooperating with the Allies, he would be allowed to become High Commissioner for French North Africa. Many Vichy French soldiers then changed sides and joined the Free French. It is my intention that they would have brought some of their Somua and B1 tanks with them.
- Bru
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Wed Jan 20, 2021 8:50 pm
bru888 wrote: Wed Jan 20, 2021 1:45 pm [...] So for now, play Bir Hakeim if you are interested and have fun while I keep working! [...]
It's planned, no doubt about it! 8)
Though it'll take me several days, again, probably, as now... anyway, I'll do it with pleasure! :D
Thanks. Here is the link, once again:

Free France 1940-1945 (six scenarios)
- Bru
GabeKnight
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Re: Free France Campaign

Post by GabeKnight »

bru888 wrote: Tue Jan 19, 2021 2:36 am Speaking of which, Bir Hakeim is ready.
[...]
- I don't want suggestions for additional units. The fortress is only so big to hold the Allied units; the Axis already has more than a 2-1 advantage in land units (huge in this game, although it was more like 10 to 1 in real life), and this map is smaller than previous ones and space is "tight" in that I need the open areas for one of the secondary modules.
- What I do request is your judgement as to whether the player has a chance to win this scenario on Middle Difficulty by lasting 32 turns without losing the HQ hexes. Also whether that secondary module is feasible.
No problem to hold for that time, even on level4 difficulty. Creating basically only four "entryways" for any mechanised unit to enter the fort's vicinity was rather easy to hold. I would say that this scen has vanilla-like balance, probably more on the easy side, to be honest. Good RP balance.

Everything worked as far as I could tell, battle- and trigger-wise.

There seems to exist a small downside with too many minefields: the AI engineers prioritize clearing mines to attacking my units. Just saying.

And I would not suggest additional units, but rather to cut some of the existing ones for the player OR remove the "fully entrenched every turn" mechanic (or at least reduce it to 3-5).
Reducing my aerial reinforcement by two waves wouldn't have really hurt, either.

Finding the seven recon teams was the largest hurdle. Seriously, I fould the last one at turn 30-ish... :lol: But no problems whatsoever with the "module" itself, everything worked perfectly.

Most of the enemy AA didn't seem to know what to do and remained on the map's edges instead of protecting their own arty.

I guess, this scen will be a nice challenge once played out of my mod. Those tanks really need to be able to enter and attack into rough destert IMO! :mrgreen:

I didn't play the other scens and can't comment those, but my main critique this time - and believe me Bruce, I'm not saying this lightly, especially to you - would have to be the too many popups with too much text.
You know I like your storytelling and the usually vast background that's given with your scens, but there can also be too much. Several popups every turn start for seven or eight turns? Infos about every commander involved in the battle and their lovers and whatnot. Some info is great, but I really don't need ALL the gossip... to be honest, and again I'm sorry to say, but I got bored reading them after a few, and skipped them.
And there are several problems with that: For one, after waiting several minutes for the AI to end its turn I want to attack and not read. Then the second point would be that it's difficult to differentiate which popup contains important battle infos or new objectives (and NEEDS to be read) and which ones don't...

Personally I would suggest to either extend the briefing or to increase the number of popups of the very first turn/scen start, but after that: keep popups to a minimum and combined with objectives (and their completion) or some important battle events.

Overall a very good scen, thanks! :)
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Re: Free France Campaign

Post by bru888 »

Gabe, good comments, thank you.

It's good to know that it's not a massacre! Based on what other folks say, I may opt to remove the "fully entrenched every turn" mechanic.

Maybe a few less RAF fighters, too.

Glad that desert patrol module worked. I'll take a look at the enemy AA guns.

Now, regarding the popup messages. Some people really like them (see my discussion with the Colonel above) and some people don't. I have been trying to hold the line on them but remember, this campaign is not just about playing a game; it's also telling the story of Free France.

I am dedicated to that goal.

But, I will hold keep your comments in mind and try to hold them down a bit.

I asked a while back - in this thread? - whether folks thought popup messages were tedious. I got (from three guys, I think) a unanimous "no."

You know this, but I'll tell you anyway: When you design something like this, you have one eye on your "customers" and the other on what you like. You could get cross-eyed that way! But what I like will govern.

And I like historical references. I love what I did in Operation Exporter, with the references to Crusader castles and ancient ruins. I want to play and enjoy this campaign myself someday. I look forward to being pleasantly surprised by these tidbits. The popup messages will continue.

Yes, some are trivia and some are important to gameplay. My advice: Slow down between turns. The good news is, this is a turn-based game. You will not miss any action by either fully reading the messages or by quickly scanning them and dismissing them if they are not important to you.

Thanks for playing Bir Hakeim, Gabe. When YOU say "Everything worked as far as I could tell, battle- and trigger-wise," that's saying something! ;)
- Bru
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Re: Free France Campaign

Post by GabeKnight »

bru888 wrote: Thu Jan 21, 2021 3:10 am It's good to know that it's not a massacre! Based on what other folks say, I may opt to remove the "fully entrenched every turn" mechanic.
I understand the dilemma in desert scens, if you want some cover for infantry. It's either open terrain (=desert) or rough desert (=impassable for armour). The difficult terrain (hills) wouldn't look good, I suppose...
The reasoning for the "module" is solid, but it's too strong every turn IMO. On the other hand it's perfectly okay and was a very pleasant surprise to get it on the very first turn after deployment.
bru888 wrote: Thu Jan 21, 2021 3:10 am Now, regarding the popup messages. Some people really like them (see my discussion with the Colonel above) and some people don't. I have been trying to hold the line on them but remember, this campaign is not just about playing a game; it's also telling the story of Free France.
[...]
But, I will hold keep your comments in mind and try to hold them down a bit.
It's not really tedious, you know, that's not what I mean. There are worse things that can go wrong and really affect gameplay. Popups, those I can click away in a second. My point was to consolidate the popups containing "story" elements and to separate them from important in-game popups that, for example, are needed to understand new or changed objectives.

And maybe it simply depends on the mood one's in. Sometime you just want to fight and not read... :lol:

If you're saying that the other players like the vast story elements and don't mind the amount of reading, then please, continue. The really important part for me was always gameplay, balance and WORKING objectives and triggers. If the battle's okay, I'm okay. If I don't want to read, I just don't... :wink:

As always, I'm just telling you my own playing experience. And my opinion.
bru888 wrote: Thu Jan 21, 2021 3:10 am You know this, but I'll tell you anyway: When you design something like this, you have one eye on your "customers" and the other on what you like. You could get cross-eyed that way! But what I like will govern.
Sure. It's the same for me with my mod. I like and listen to other ideas - but implement only what I like personally, too. :lol: :mrgreen:

Keep it up!
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Re: Free France Campaign

Post by ColonelY »

About Fezzan: 8)

In the French book "L'apport capital de la France dans la victoire des Alliés 14-18/39-45" (= "France's vital contribution to the Allied victory of 14-18/39-45"), written by Dominique Lormier, one can find some interesting information about the first Fezzan campaign (February - March 1942)...

"After the victory at Koufra, Leclerc, promoted to general on August 10, 1941, prepared his troops for a large-scale operation on Fezzan that was to coincide with the British offensive on Tripoli in the winter of 1941-1942. General Rommel's counter-attack in January 1942 cancelled the French project. However, in order not to condemn his soldiers to a period of inaction that was bad for their morale, General Leclerc launched several raids on Fezzan from February to March 1942. The FFL (= Forces Françaises Libres, or Free French Forces) engaged 476 men for these operations, divided into 7 detachments, 144 vehicles and 11 aircraft. The areas of action covered Brach in the north, Tmessa in the east, Oum el-Araneb in the center and Tedjéré-Gatroum in the south. The FFL had to execute raids of 1600 to 3800 kilometers in enemy territory. The Italian forces, defending Fezzan, included 2 motorized Saharan companies, 3 meharian companies, 11 Libyan machine-gun companies in position, 1 Libyan rifle company, 1 engineer company. The whole unit was placed under the command of Lieutenant-Colonel Leo, whose HQ was in Hon. Fortified posts held the main oases, protecting the infrastructure necessary for liaison and troop support: airfields, direction-finding stations and supply bases."

[... Then comes a short description of these raids. On overall, a successful coup de main on the djebel Domaze; then the capture of the post of Gatroum without the slightest loss on the French side; then the surprise capture of the post of Tedjéré in spite of gunfire and, on the same day, a clash between a French patrol and the Italian garrison, alerted by 2 planes, at Oum el-Araneb, and, still on the same day, the destruction of the Tmessa post; an ambush at the crossroads of Brach allowed the capture of 2 trucks full of petrol and boxes of bombs; but the Sahariani supported by the Luftwaffe counter-attacked and gave some failures to the FFL, in Hon, in front of Zuila and Oum el-Araneb. With these later and being] Far from his bases, General Leclerc ordered the withdrawal on 7 March. [...] He drew later up the following report: "Four fortified posts were taken, more than 50 prisoners taken, several important gasoline and ammunition depots burned, many automatic weapons taken, as well as 3 planes destroyed." (French Military Archives, Vincennes.)"


The enemy garrisons thought they were protected by several hundred kilometers... daring coups de mains... it was not a matter of conquering a territory but of penetrating it by surprise and striking fast and hard, causing maximum destruction and losses to the enemy...

Yes, and so later, once the offensive of the British and their allies was able to resume, then - back to the original French plan! - the expected offensive in Fezzan could also be launched by "Force L"... whose men had gained valuable experience from the various raids and battles they had already conducted in the desert. :D


:arrow: Nice, but what about the scenario, then? :|

1. Well, we've the name of several locations (a fortified post here, a djebel there, etc.). We know that we expect to see several Italian AFs (with some old Italian planes and few German planes as well) and several supply bases...

2. We've an idea on the Italian units defending the sector at that time... for the actual invasion of the Province later one, it may have changed a little... but in principle a little only, thus it gives us an overall picture: "[...] included 2 motorized Saharan companies [obviously - and we've already encountered and defeated the famous Sahariana di Kufra - now, is it two other companies or two including this one as well, more or less replenished?], 3 meharian companies [to be represented by some Italian cav model? :shock: :lol: :wink: ], 11 Libyan machine-gun companies in position [yeah, but we don't want too many entrenched heavies], 1 Libyan rifle company [cool], 1 engineer company [nice as well :wink: ] [...]"

3. We know that there was some Italian (cargo) trucks moving from here to there... ready to be intercepted, or something :arrow: a possible secondary objective? :idea:

But more importantly, for sure:

4. "[...] under the command of Lieutenant-Colonel Leo, whose HQ was in Hon [...]" :arrow: Once the real conquest will begin, it's more than probable that the Italian HQ stays at Hon (especially because it wasn't raided by the Frenchies) and that the Italian commander is still there as well... :arrow: So, Italian HQ at Hon and Italian commander Lieutenant-Colonel Leo... 8) this one perhaps on some recon unit (so a recon unit with his name, I mean), like some "AB 40" or "AB 41" (but NOT camouflaged Saharianna unit here!) :arrow: This could come with some secondary objective to capture him (by destroying his armored unit, or something) :idea:
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Re: Free France Campaign

Post by ColonelY »

06BirHakeim: 8)

A very nice and very pleasant scenario. :D

So, let’s start with some feedback, shall we?

First, you asked whether this secondary module is feasible? The answer is: Perfectly, yes, all patrols located at the 16th turn, 6 of them exited and enough points earned…
As GabeKnight, I think that this scenario is right now (more) on the easy side. So, yes, the player has a chance to win this scenario by lasting 32 turns without losing the HQ hexes.

Excellent, the option to keep or not our Lysander airborne… :D well, having already read few comments of mine, I think it’s rather obvious that… I’ve kept them flying! :lol: :wink:
*******
Thoughts about the awesome Free French “fully dug-in module”:

1. It’s really great as it depicts an important part/aspect of the historical battle.

2. I thought at first that maybe reducing it a little may be cool, to increase the challenge? (To 8 instead of 10, perhaps?) But the OoB mechanic tells us that an unit that hasn’t moved dugs-in more… So, if an unit starts let’s say at 8, doesn’t move, it should increase entrenchment. But then to be pushed back at 8 again just at the next turn… Perhaps that won’t be noticed by the player, but that will be rather strange, or even weird, anyway… So better not changing this!

3. It’s only rather strange to notice once our units have been sent outside of the fortifications to chase some enemy down… the entrenchment should apply (roughly) inside and at the borders of the defensive perimeter, and there only!

=> Conclusion of my brainstorming about this aspect: It’s excellent (so leave it at 10!), but :idea: simply add one condition in the triggers: being inside the defensive perimeter, so max at XYZ hexes away from some central hex, or something!
*******
Another important element:

Let’s begin slowly, shall we?

At turn 7, we’ve some planes spawning in the North – that’s great! :D

Then, I think directly: let’s add a (very short) event warning the player about this… :| indeed, it’s not anecdotal and, furthermore, as we’re at that time only facing the Italians, many of our land units are just waiting for now, well dug-in… which means that we may have (and not consider) the usual warning “units haven’t moved” and, if not paying attention, it would thus be easy to waste, or to skip, one turn for our planes… :?

But then I’ve told me… “Wait a little, there is much more on that… it reminds me something… hmmm…”

:arrow: Yes, it’s time to involve some famous Free French unit as well: :D One Free French unit called “Groupe de chasse Alsace” or "Groupe Alsace" and using some Hurricanes! (At that time, yes!)

No more units you’ve written. No worries, simply replace one British Hurricane unit spawning at turn 7 by this one; that’ll do the trick! :wink:

The French wiki webpage tells us that: “The pilots then carried out defense missions over the Palestine Mandate. At the beginning of 1942, the group was equipped with Hurricanes and increased in power. It distinguished itself during the battle of Bir Hakeim and then in the defense of Alexandria. In September 1942, it was decided that the Alsace hunting group would be sent to Great Britain to serve on the Western Front.” (Here: https://fr.wikipedia.org/wiki/Groupe_de_chasse_Alsace whereas the English version on this same webpage is much less precise concerning this period, since it is simply zapped!)

:arrow: So, here’s what I suggest about this: :idea:
1. Turn 7, replace one British Hurricane unit by a Free French Hurricane unit called “Groupe de chasse Alsace”, or perhaps (shorter version) “Groupe Alsace”. (Well, you’ve already got this.)
2. Of course, take into account the campaign variable about Free French XP for aircraft units…
3. Add then an event relatively briefly talking about this famous group… (This would now be required and, like this, no longer any possibility not seeing our planes!)
4. Add another secondary objective (together with a “New objective added!” within the corresponding event), something like: “Deal at least XYZ damages to enemy planes” with some description like “Make the Free French pilots distinguish themselves, and of course survive this battle, to have more experienced Free French pilots in all the future battles.” (Which means going to the next step of this campaign variable, as you planned it at the start… Now’s the time to use it! And in this scenario we’ve still some room for adding objectives, so, well, seems like an idea. :wink: )
5. Possibility to put a total of 2 or 3 Free French planes (considering the total amount of planes over this battlefield – see next comment!)… one appearing with each one of the two or three first waves of our planes? :wink:

(Another source? Fine, here it is, together with a picture: https://www.france-libre.net/groupe-alsace/ )

=> We’re focusing on the Free French, so here’s a golden opportunity! :P

A picture of an enemy plane at Bir Hakeim? Here is one: https://www.google.ch/imgres?imgurl=htt ... egUIARCaAQ
It has been a Stuka... before...
*******
If I’m not mistaken, now we’ll have a total of 30 planes (helped by 4 AA units) against 26 enemy planes… there’ll be some good action in the skies but, as GabeKnight suggested, I think that you can safely remove the two last waves of our aerial reinforcement. :wink:

And I suggest :idea: adding a last wave of Italian planes and a last wave of German planes as well
Last edited by ColonelY on Tue Jan 26, 2021 7:04 pm, edited 1 time in total.
ColonelY
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Re: Free France Campaign

Post by ColonelY »

... Next part:

Another rather important element:

Historically, there was 5 enemy divisions involved… but now only 3 are represented on this battlefield!
I know you would prefer not adding too many units on this battlefield, but like this it’s like a twist on History!

For example:
One Italian motorized infantry division is simply missing! :shock: Namely the “101st Motorised Division Trieste”… and that’s not anecdotal because it did take part in this battle and it contained some Bersaglieri elements and this famous kind of infantry unit is now simply missing on this battlefield. :cry:

At Bir Hakeim, the Free French were really facing 5 enemy Divisions !

:arrow: Therefore, here is what I suggest about this: :idea:
1. Add (yes, sorry!) at least several units of Bersaglieri (with proper names) on map… 8)
Perhaps simply together with the Italian armored Ariete division, thus “only” increasing this first wave of attack (this may be easier to implement, shouldn’t take too much time either and shouldn’t impact either the secondary modules by fulling now rather empty areas or something). Of course, no need to represent the entire Trieste division, BUT at least parts of it…
2. Mention this 5th enemy division in both the scenario description AND the briefing… :wink:
3. Inside one of these two texts (or at the two of them?), precise that these 5 divisions are the best divisions at the disposal of Rommel at that time… (It’s historical and not anecdotal at all!)
(A source? Well, already this one: https://en.wikipedia.org/wiki/101st_Mot ... on_Trieste )

:) I’ve perfectly got that you need some space for the sec module about patrols, but you could still add few German units from the 21st Pz Div as well (at least to represent a part of it – we can’t just completely skip their presence!)… Maybe together with the units of the 15th Div? :wink:

And now the Major Victory text does mention only 3 divisions of the 5 historical… :?
All these 5 Divisions could be represented, even if not entirely on this battlefield, couldn’t they?
*******
Various: :idea:

-> As Free French AT units, you’re perfectly right to put both French APX 47mm and Hotchkiss 25mm… But here’s the point: According to the French book I’ve mentioned earlier (“L'apport capital de la France dans la victoire des Alliés 14-18/39-45”), which contains an entire chapter about the famous Bir Hakeim battle, the Free French had, in terms, of 47mm AT-guns, as many French guns as Italian guns (captured here and there)… Now you’ve certainly already got it: So, I suggest here replacing 2 units of French APX 47mm by two units of the (Italian) Böhler 47mm. This would be closer to History and, moreover, making a nice little wink to the Keren scenario where we’ve captured near Kub-Kub some Italian AT-guns, precisely! :wink:

-> The same book mentions as well flak elements from the Free French first marine rifle battalion... Again, trying not to add more units? Fine. But then, what about replacing one of the British QF Bofors by a (slightly weaker) Free French Hotchkiss 25mm? As name, perhaps “DCA du 1er Bn de Fusiliers Marins” or “DCA / 1er Bn de Fusiliers Marins”. Again, more variability with more different units. And we’ve seen these French AA models while battling in Syria and Lebanon… yet few of them could definitely have changed hands, couldn’t they? :wink:

-> Maybe a more discrete version on map: “Exit 4 points” (for example) -> either “Exit (4 points)” or rather “Exit (4 pts)”, everywhere?

-> I find the enemy being rather weak in terms of artillery (it’s supposed to be “worse than Verdun”), especially as we’ve this nice entrenched module… thus, a little more enemy arty?

-> Txt of event “Régiment de la Fère”: “The Premier Régiment d'Artillerie […]” (it’s « un régiment », masculine !) & “[…] sous-lieutenant […]” (is in principle always written with a hyphen).

-> A short sandstrom (or two) at some point?

-> Event txt about Dimitri: “at the age of fourteen” (rather than “af”)

-> The events with Marianne are really great… but, in my opinion, they should come (much) later… let’s wait that the German are fully engaged too – that would look more cool, together with the Free French flag flying still high but no longer intact! :wink:

-> Add a small factional reminder in the cool event txt “15 Minutes”: “[…] orders the German 90th Light Infantry Division […]”

-> Text of the event “The Men of Bir Hakeim”: “[…] the men of the Première Brigade Française Libre are still […]”

-> Another (short and easy sec obj): “Keep Général Marie-Pierre Koenig (and Susan Travers) alive!”, by avoiding this armored car unit to be destroyed? 8)
As well somehow a small wink to this heroine, with this obj appearing shortly after, or just after, the historical event that concerns her?


And... I think that's all about it for now.


Et voilà ! :D
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Re: Free France Campaign

Post by ColonelY »

ColonelY wrote: Tue Jan 26, 2021 4:16 pm 06BirHakeim: 8)

[...] now we’ll have a total of 30 planes (helped by 4 AA units) against 26 enemy planes… there’ll be some good action in the skies but, as GabeKnight suggested, I think that you can safely remove the two last waves of our aerial reinforcement. :wink:

And I suggest :idea: adding a last wave of Italian planes and a last wave of German planes as well
Yes, we don't need that much planes to clear the skies. And, compared to the amount of (our) land units at disposal, that's many planes (of ours) roaming the skies... a little overwhelming anyway, perhaps?

On the opposite, we need to keep some enemy planes spawning to maintain more action there up... :wink:
ColonelY
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Re: Free France Campaign

Post by ColonelY »

More informations (and some really nice pictures - in case some may still be added, perhaps? :wink: ) can be found here: https://ostfront.forumpro.fr/t2314-la-b ... bir-hakeim :D (well, again it's in French, sorry, but easy to "roughly" translate using some free online tool)

For example, one can read there: "In eight days, General Masson said, our position (16 km2) received 200,000 shells and 2,000 tons of bombs. And during these eight days, we stood up to the combined and convergent assaults of five enemy divisions." 8)
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Re: Free France Campaign

Post by bru888 »

Colonel, many thanks. I am going to finish Operation Lila Denied, then I will circle back to your and Gabe's comments on Bir Hakeim.
- Bru
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Re: Free France Campaign

Post by bru888 »

I released Operation Lila Denied as a standalone scenario. The preview is here: viewtopic.php?f=374&t=78762&start=360#p903055

People are going to either love this one or hate it; there is no middle ground. Hopefully more of the former than the latter. :)

I need to work a bit on Bir Hakeim, given the suggestions that I have received, plus a few campaign popup messages in between that and Operation Lila Denied before I upload a new version of Free France 1940-1945 . It should be later today.
- Bru
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Re: Free France Campaign

Post by bru888 »

Okay, getting started on updating Bir Hakeim:

Regarding Gabe's "Most of the enemy AA didn't seem to know what to do and remained on the map's edges instead of protecting their own arty," that's because I had them all on Local Defense with a radius of 6 hexes. I gave them more detailed instructions.

I thought about the Free French “fully dug-in module” and decided to leave it in. This trigger gives full entrenchment to every Free French unit on every turn. When I read about this battle, I was impressed by the amount of tunneling that the French did at this site which was key to their surviving such heavy bombardment.

But I did take the Colonel's (excellent) suggestion to try to limit the auto-entrenchment to within the fortress; a radius of 7 hexes from HQ. It seems to work well; both of these units moved on the previous turn:

Screenshot 1.jpg
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More to come . . .
- Bru
bru888
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Re: Free France Campaign

Post by bru888 »

To Gabe's comments about "too many popups with too much text," I recognize this to some extent. I still want to tell the story of Free France, and this requires some reading, but standing back and looking at Bir Hakeim, sure, I can see that it's cluttered.

I still need the "Introduction" and "Into Action / Lost Patrols" groups of messages to set the scene and explain an important module. I can't design for OOB, with my style of play, without this.

"Bataillon du Pacifique" is an example of how multi-national and multi-cultural the forces of Free France were. These troops came all the way from Tahiti to fight in North Africa.

But "The Rough Riders" is not about a French unit and "Régiment de la Fère," with its reference to Napoleon, is boring. Both of these messages have been removed.

Similarly, the message about non-French Frank Messervy is also out. Who cares about him? But I do care about Dimitri Amilakhvari and Susan Travers so they are staying in. And the Colonel would be quite upset if I did away with Marianne/La Liberté!

More to come . . .
- Bru
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Re: Free France Campaign

Post by bru888 »

Bir Hakeim:

I combined Gabe's "Reducing my aerial reinforcement by two waves wouldn't have really hurt, either" suggestion with the Colonel's "Yes, it’s time to involve some famous Free French unit as well: :D One Free French unit called “Groupe de chasse Alsace” or "Groupe Alsace" and using some Hurricanes! (At that time, yes!)"

That is, each of (only 4, not 6) waves of Allied planes has an additional Hawker Hurricane fighter under the Free French Flag that adds 4 fighters but without the last two Allied waves, equals 24 (20 + 4) total aircraft to the Axis' 30, which should be more challenging.

Of course, with the associated secondary objective to "Prove the worth of French air forces" come two more popup messages!

Yes, indeed, I did overlook the Italian Trieste Division. I added 13 new units labeled "Trieste" and shifted the Italian line of battle around to accommodate them on the right flank.

This is enough additional AI units, and I am only adding them for two reasons: You guys said this wasn't so hard, so I'm taking you at your word. 13 more enemy land units shouldn't be too much of a problem. Also, I had room in Italian territory for them.

No more Germans, and that includes the 21st Division. Whether it is accurate or not, I mention someplace that, while the 15th turns back west toward Bir Hakeim, the 21st continues north on its drive to Tobruk. There is no room for them and I don't want to overbalance the scenario.

The French APX 47mm / Italian Böhler 47mm AT gun distinction is too immaterial to bother with. For most players, the link to Keren will go over/under their heads. They are both 47mm guns, so think of it as the French having "refurbished" them.

Same thinking for "replacing one of the British QF Bofors by a (slightly weaker) Free French Hotchkiss 25mm." Plus, I want the 43 Bty/11th London Yeomanry to stand out as the only British land units on the map.

While I'm thinking about it, Gabe said something about less mines. I disagree with that. Those mines are important for slowing down Axis forces (now 111 land units vs. 44 Allied units). There were a hell of a lot of mines all around Bir Hakeim and while trying to replicate that number would place a ridiculous amount of mines on the map, I feel that the ones I have included do the trick nicely.

I thought about changing the signs to "Exit (x points)" but the longer the wording, the smaller the font. I chose to leave them as is.

Of the 13 additional Trieste units, four are artillery.

The text of event “Régiment de la Fère” is now moot; see above.

Two brief sandstorms now. How they affect play, I am not sure. That's why I kept them brief. No "Sandstorm coming!" popups.

Dimitri: "age of fourteen"

Marianne delayed from turn 6 or 9 (I lost track) to turn 15.

It is now ". . . Rommel orders the German 90th Light Infantry Division . . ."

It is now ". . . the men of the Première Brigade Française Libre . . ." (By the way, I wanted to make the title of that popup message "Les hommes de Bir Hakeim" but that's too long for the available space.)

Sorry, no “Keep Général Marie-Pierre Koenig (and Susan Travers) alive!” objective. We have enough objectives (and popup messages) in here already, plus in the narrative, I have already mentioned that both of them make it out of Bir Hakeim safely.
- Bru
bru888
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Re: Free France Campaign

Post by bru888 »

bru888 wrote: Fri Jan 29, 2021 2:19 am Of course, with the associated secondary objective to "Prove the worth of French air forces" come two more popup messages!
The changes to Bir Hakeim took more time than I thought. Also, this ^^^ new objective in BH was actually moved up from Operation Lila Denied. It was a very good idea to have it here, in Bir Hakeim with Le Groupe de Chasse Alsace (great find, Colonel), rather than in OLD where it was a bit lame. (They aren't really Free French pilots in that one.) So I am going to need to tinker with OLD tomorrow, plus I want to do the campaign popup messages between scenarios before uploading the campaign again.

Tomorrow is another day! :)
- Bru
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Re: Free France Campaign

Post by ColonelY »

Nice job! :D

First thoughts about 8) OLD:

'Haven't had time to play it entirely yet :roll: , but here are already few suggestions, as you've written you're about to change a little OLD relatively soon: :wink:

Excellent scenario, with a nice immersive look on how such a dilemma could have been for the French at the time.... And some really nice pictures too! :D

1. About event "Mers-el-Kébir": no brief mention of capital ships lost? :?

2. We've the 7th Pz and the 2nd SS Pz, and you mention as well some SS Pz :arrow: therefore, I think you should :idea: put the units of this 2nd Pz under the real SS faction/flag & complete their names so that the "SS" appears explicitely for each and every one of these units...

3. :idea: Make partisans able to (re)capture flags? (With French folks anyway...)

4. About raid against fuel depot (an excellent idea and side-action!): the 3 schnellboats stays put... :shock: Well, sure they were like "transport" means, but still... it would be more challenging if, let's say, :idea: after one or two turns staying put, 2 of these 3 ships move forward aggressively, one to take shots at the Fuel Depot itself and the second one possibly at the hangar that can be reached... and taking shots too on targets of opportunity... So one staying put (same immersive "effect" as now), but the other ones making somehow a pincer-move to threaten more effectively this sector of ours. Like this, this raid shall look nastier! :twisted:

5. Not sure yet, :| but I assume/think our spawned units in that sector to defend it will be exited as well once defense succeeded? (As will the schnellboats, I mean.)

6. :idea: Spawning a single Free French sub once the enemy capital ships have been spotted?
(But NOT the Casabianca, that will be involved in the Corsica scenario and thus that "must" survive until that time... Another (kind of) unit, another possibility to threaten these big units, an option for their escorting DDs to try doing something... Well, why not? And like this, no enemy sub to seek, for those who doesn't really like this part. :wink: )


So, that's already a little something...

Et voilà ! :D
bru888
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Fri Jan 29, 2021 5:51 am Nice job! :D Thanks!

First thoughts about 8) OLD:

'Haven't had time to play it entirely yet :roll: , but here are already few suggestions, as you've written you're about to change a little OLD relatively soon: :wink:

Excellent scenario, with a nice immersive look on how such a dilemma could have been for the French at the time.... And some really nice pictures too! :D

1. About event "Mers-el-Kébir": no brief mention of capital ships lost? :? Bah. Lives lost would be more emotionally important to the men. Plus I don't want to get into a role call of ships lost at Mers-el-Kébir that will put Gabe to sleep: "1 battleship sunk, 2 battleships damaged, 2 destroyers damaged, 1 seaplane tender damaged, 1 destroyer grounded... " Yawn.

2. We've the 7th Pz and the 2nd SS Pz, and you mention as well some SS Pz :arrow: therefore, I think you should :idea: put the units of this 2nd Pz under the real SS faction/flag & complete their names so that the "SS" appears explicitely for each and every one of these units... I will sneak this into the version 1.1 update that I just posted, and into the campaign version, of course.

3. :idea: Make partisans able to (re)capture flags? (With French folks anyway...) Certainly not. There is a reason that they cannot capture hexes in the game so this would have to be "jury-rigged." Plus, it would upset the balance of the game.

4. About raid against fuel depot (an excellent idea and side-action!): the 3 schnellboats stays put... :shock: Well, sure they were like "transport" means, but still... it would be more challenging if, let's say, :idea: after one or two turns staying put, 2 of these 3 ships move forward aggressively, one to take shots at the Fuel Depot itself and the second one possibly at the hangar that can be reached... and taking shots too on targets of opportunity... So one staying put (same immersive "effect" as now), but the other ones making somehow a pincer-move to threaten more effectively this sector of ours. Like this, this raid shall look nastier! :twisted: Good thought, but no. For one thing, the airbase has no defense against these boats other than the bombers (i.e., switching the torpedo planes to bombers.) I don't want to take away from the race to sink British ships before too many coastal guns are destroyed and I don't want to tempt the player into using the bombers against the German marines as well. The player is warned a turn or two before not to use French bombers on German troops; the consequences will be dire, indeed, if he does.

5. Not sure yet, :| but I assume/think our spawned units in that sector to defend it will be exited as well once defense succeeded? (As will the schnellboats, I mean.) Yes, afterwards I tidy up the area nicely. :)

6. :idea: Spawning a single Free French sub once the enemy capital ships have been spotted?
(But NOT the Casabianca, that will be involved in the Corsica scenario and thus that "must" survive until that time... Another (kind of) unit, another possibility to threaten these big units, an option for their escorting DDs to try doing something... Well, why not? And like this, no enemy sub to seek, for those who doesn't really like this part. :wink: ) Another good idea, but again, no. I designed this thing with the British as a fight between their navy and the French guns and planes; that includes sinking one capital ship as a satisfying finish. A submarine sneaking out (some did, I believe) would just complicate matters. Please remind me, though, about the Casabianca when we get to Operation Vesuvius. And make sure I don't misspell it as "Casablanca." :wink:


So, that's already a little something...

Et voilà ! :D
- Bru
bru888
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Re: Free France Campaign

Post by bru888 »

One or two of you may be interested in this. The rest should politely murmur something like "Gee, there's something I've got to take care of right away ..." and click elsewhere. :)

This is the experience table that I am using, showing the base experience levels (for both sides) increasing as the war goes on. Sure, they balance themselves out but I thought it would be better than staring at no-star units for the entire campaign:

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This is the spreadsheet that I am using (work in progress) to track the campaign variables. Boy, am I learning about campaign variables! Something about "a tangled web we weave ..." You have to keep track of where each variable is generated as well as where it is needed:

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You can see in Operation Lila Denied that I need to account for two enhanced air experience variables for the first time. The player may have won one or the other bonus, or both. How to handle?

Thusly (note, the base experience level for OLD is 5):

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Either air experience variable will advance the experience to 6 while both will advance it to 7.

Fascinating, isn't it? Hey, wake up! :x
- Bru
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