Free France Campaign

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ColonelY
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Re: Free France Campaign

Post by ColonelY »

Huh? :| No, no, I wasn't sleeping! :oops: :lol:
bru888 wrote: Fri Jan 29, 2021 9:06 pm [...] 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? [...]
8) Perhaps, another option would have been to have a single air_xp variable, with its value increased by 1 each time the corresponding secondary objective is achieved (from its default value at 0 I guess)... so instead of setting the value at "=1", increment it with "+1" each time (if possible within OoB Editor, but I would say in principle it's possible)... :arrow: Then you would have only 2 triggers instead of 3 (and this for the remaining of this campaign!): check "value of 1?" and check "value of 2?" and basically that's it! :wink:
ColonelY
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Re: Free France Campaign

Post by ColonelY »

So, I think :idea: the easiest way could be to keep your campaign variable "air_experience_1" as you've implemented and used it until BH.

:arrow: If I'm not mistaken, like this it's then "only" the scenarios BH and OLD that have to be adapted accordingly (and not changing the previous ones as well, from the very first time one talks about some air xp bonus for our brave Free French pilots!
(And that's one of the reasons why it could be the easiest way...)

Then, at BH (where the Free French pilots have a chance to shine! :D ) there you could use - if OoB allows for it - the change/set campaign variable, the "air_experience_1" to "+1" (the "=" sign is "clickable", isn't it?)... so either 1 if nothing earned yet or 2 if already gained something.

(Then the "1" of the name "air_experience_1" would mean more "1st variable related to air xp" instead of "1st level of air xp bonus"... does that make sense to you? :| )

Then it's only one single variable with either 0 (no gain at all after two possibilities/tries), or 1 (either one of these two variants achieved) or 2 (all goals reached)... :wink:
bru888
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Re: Free France Campaign

Post by bru888 »

Let me think about that, Colonel. You are probably right, but now that I am set on a course in one direction it will be hard to head off in another. As it is, with those spreadsheets that I showed in a previous post, and the procedure that I worked out for implementing the variables, things are clear in my mind. Which is saying something when you have multiple campaign variables going.
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bru888
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Re: Free France Campaign

Post by bru888 »

Free France 1940-1945 has been updated and uploaded.

Free France 1940-1945 (seven scenarios)

Included are the recent changes discussed above in Bir Hakeim and the edits done today for Operation Lila Denied listed here. Also included are new popup messages between Bir Hakeim and Operation Lila Denied. Five of them, a new record. (Close your eyes, Gabe. :wink: )

Say, did you hear that? It sounds like Fezzan calling!
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ColonelY
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Re: Free France Campaign

Post by ColonelY »

bru888 wrote: Fri Jan 29, 2021 11:16 pm [...] Say, did you hear that? It sounds like Fezzan calling!
:D Hell yeah! :P
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Sat Jan 30, 2021 8:26 am
bru888 wrote: Fri Jan 29, 2021 11:16 pm [...] Say, did you hear that? It sounds like Fezzan calling!
:D Hell yeah! :P
It makes me want to don a Fez, man.

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terminator
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Re: Free France Campaign

Post by terminator »

Could you put a version number for the download ? I have multiple computers and I don’t get away with all these different files with the same name :?

Another example on the same computer: different versions or duplicates ? I have to look at the date every time...

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And once the files are uncompressed, they have the same date to the minute:

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ColonelY
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Re: Free France Campaign

Post by ColonelY »

Well, you could simply make sure to download the last available version of it and, before uncompressing it, delete the old folder you already have on the computer you're using at that time... :wink:
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Re: Free France Campaign

Post by ColonelY »

Or deleting the oldest zip folder before uncompressing the remaining one? :wink:
bru888
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Re: Free France Campaign

Post by bru888 »

No, terminator is right. I had two reasons for not numbering the versions of Free France 1940-1945:

1) Laziness.
2) The campaign is not even finished to the point of being submitted for beta testing.

No excuse for 1) but for 2), in beta, a work is usually numbered something like 0.9 until ready for official release and then it becomes 1.0. But this campaign is unusual in that, thanks to you fellows, it's being beta tested as it's developed, so we ought to number the versions now anyway to avoid confusion.

Since we still have a long way to go, I will start the numbering with 0.10 today:

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Free France 1940-1945 (seven scenarios)
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ColonelY
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Re: Free France Campaign

Post by ColonelY »

06BirHakeim: 8)

I've just tried the last version of this splendid scenario. Now the Italian present a much better challenge in the initial part of this scenario, and later it's much more tricky to send units outside the defensive (dug-in) perimeter (with many fast-moving German tanks roaming nearby and a much more realistic dug-in module). The Free French air component is a nice addition as well. :D
(By the way, no issues about the secondary objective related to Free French planes - it's perfectly achievable!)

Few elements:

-> One of the Free French unit is wearing a too long name, I mean "No. 341 Sqd RAF / Groupe Alsace"... I suggest putting for this one the same name than the one of the 3 other Free French planes units, namely "No. 341 RAF / Groupe Alsace". :wink:

-> Brief. 2/4 => mention as well "one Italian infantry division"! (The Trieste...) :wink:

-> The German income seems a little low as during several turns they don't seem to replenish much their depleted units... I've seen during several turns a good amount of depleted German infantry units (from the Southern part, so the 90th German light...) staying put but not being replenished => So, :idea: what about increasing the German income once these units start to move?
(This will slightly increase the challenge as well...) And perhaps doing the same thing once the last German division starts to move forward as well?

-> :idea: Perhaps add one motorized German engineer unit for this 90th light division in the top eastern part of their DZ... as they'll have many tank units in the SE part of our defensive perimeter... just staying put in front of our minefields (as they have no directly available path through them)... so one engineer unit more may help opening a path for them to move forward without staying there for several turns... :wink:

-> The different "Exit 4 points" and so one will exit not only the British patrol units, but our French land units as well if we send one on these hexes... :? But I think there is nothing one can do about this, as these "Exit hexes" do work per "side" and not per single faction... So, 'just be cautious not sending some units on capture duty, for outsupplying purposes, ending on one of these... :x :lol:

-> :idea: Add a "surprise" event if the player saves all 7 British patrols?! :D With already several pictures for these units... Something like "Excellent job, commander, you've managed to save all these British patrols!" :wink:

-> :? I've seen several enemy recon units (both Italian and German) staying put in the desert... :arrow: Perhaps increase their aggression level? :wink:

-> I still think you should add a last wave of Italian planes (a simple duplicate of the last trigger?) and a last wave of German planes as well (idem). :wink:
To increase a little the challenge, and keep some action in the skies... And I'm not worried because this won't unbalance this scenario, as it's not just a question of on overall how many planes the enemy will have. Indeed, here the player should have relatively soon more planes on this battlefield than the enemy, thus being perfectly able to handle some more.

-> I've seen the Italian AA unit deployed the most eastwards moving straight north towards the British flag "To British Lines"... which makes relatively less sense (seeking planes yes, but taking this flag or threatening to... :| ) => perhaps remove the trucks from this unit? :wink:


Et voilà ! :D
ColonelY
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Re: Free France Campaign

Post by ColonelY »

And I think that the different campaign events between the scenarios Bir Hakeim and Operation Lila Denied are just excellent! :D

Not too long, nothing really superfluous, good explanations, immersive, etc...
bru888
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Sun Jan 31, 2021 8:11 pm 06BirHakeim: 8)

I've just tried the last version of this splendid scenario. Now the Italian present a much better challenge in the initial part of this scenario, and later it's much more tricky to send units outside the defensive (dug-in) perimeter (with many fast-moving German tanks roaming nearby and a much more realistic dug-in module). The Free French air component is a nice addition as well. :D
(By the way, no issues about the secondary objective related to Free French planes - it's perfectly achievable!)

Few elements:

-> One of the Free French unit is wearing a too long name, I mean "No. 341 Sqd RAF / Groupe Alsace"... I suggest putting for this one the same name than the one of the 3 other Free French planes units, namely "No. 341 RAF / Groupe Alsace". :wink: That was the last one, which is an indication that I meant to change it but got distracted after the third wave. Fixed.

-> Brief. 2/4 => mention as well "one Italian infantry division"! (The Trieste...) :wink: Good catch. Fixed. I thought of adding another "E" or two to Admiral Portier's scream with this additional news, but I don't want him to sound too girlish. :)

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-> The German income seems a little low as during several turns they don't seem to replenish much their depleted units... I've seen during several turns a good amount of depleted German infantry units (from the Southern part, so the 90th German light...) staying put but not being replenished => So, :idea: what about increasing the German income once these units start to move?
(This will slightly increase the challenge as well...) And perhaps doing the same thing once the last German division starts to move forward as well? Actually, this is what I was doing. Germans had no income until Turn 11 (90th LID wave) and Turn 22 (15th PzD wave), when they start receiving 34 and 32 respectively. But what I think you are doing is attacking those waves with planes - and who knows, with ground troops? - before they are activated. To "tide them over," I gave them 100 RPs to start.

-> :idea: Perhaps add one motorized German engineer unit for this 90th light division in the top eastern part of their DZ... as they'll have many tank units in the SE part of our defensive perimeter... just staying put in front of our minefields (as they have no directly available path through them)... so one engineer unit more may help opening a path for them to move forward without staying there for several turns... :wink: Instead of doing this, I chose to raise the aggression of German AI teams from 75 to 99. Rommel would be lighting a fire under the division commanders as time went on.

-> The different "Exit 4 points" and so one will exit not only the British patrol units, but our French land units as well if we send one on these hexes... :? But I think there is nothing one can do about this, as these "Exit hexes" do work per "side" and not per single faction... So, 'just be cautious not sending some units on capture duty, for outsupplying purposes, ending on one of these... :x :lol: Well, it does say "Exit" on the signs. :wink:

-> :idea: Add a "surprise" event if the player saves all 7 British patrols?! :D With already several pictures for these units... Something like "Excellent job, commander, you've managed to save all these British patrols!" :wink: Thought about this and took a look. Decided not to do this because it might conflict with or be redundant with the "Exit Lysanders?" dialog popup which does say "All seven patrols have been located."

-> :? I've seen several enemy recon units (both Italian and German) staying put in the desert... :arrow: Perhaps increase their aggression level? :wink: Done. See above.

-> I still think you should add a last wave of Italian planes (a simple duplicate of the last trigger?) and a last wave of German planes as well (idem). :wink:
To increase a little the challenge, and keep some action in the skies... And I'm not worried because this won't unbalance this scenario, as it's not just a question of on overall how many planes the enemy will have. Indeed, here the player should have relatively soon more planes on this battlefield than the enemy, thus being perfectly able to handle some more. Alright, I will take your word for this. Added a fourth wave for Italian and German planes. Also changed the schedule to make it more challenging:

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And, since there are more targets of opportunity, raised from 40 to 50 the amount of damage that Groupe Alsace must inflict.

-> I've seen the Italian AA unit deployed the most eastwards moving straight north towards the British flag "To British Lines"... which makes relatively less sense (seeking planes yes, but taking this flag or threatening to... :| ) => perhaps remove the trucks from this unit? :wink: Stupid AI. Someday the designers may make location names that don't need capture points to show them on the map, but let's be careful what we wish for which may blow up many a scenario. Well, I don't want to take away their wheels in a desert - that doesn't seem realistic, and how can they defend their fellow units properly if all they can do is creep around? Instead, I moved them closer to the action. Also, perhaps the 99 aggression will make them more bloodthirsty. :evil:


Et voilà ! :D Your contributions are invaluable.
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bru888
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Sun Jan 31, 2021 8:20 pm And I think that the different campaign events between the scenarios Bir Hakeim and Operation Lila Denied are just excellent! :D

Not too long, nothing really superfluous, good explanations, immersive, etc...
Thanks. Gabe suggested that more of the background story be told between scenarios, rather than in the scenarios, and that is a good idea. There will still be plenty of popups for events that are associated with each scenario, but the political stuff and news from other theaters of war can be told between scenarios.

So, you may want to peek at the campaign events between scenarios Operation Lila Denied and Fezzan now.

Free France 1940-1945 v0.11 has been uploaded. It includes the edits to Bir Hakeim that I have done per your suggestions, plus those new campaign events just before Fezzan begins.

Free France 1940-1945 (seven scenarios)
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Re: Free France Campaign

Post by bru888 »

For Fezzan, I managed to splice two of those maps into a template that I can use. It will do.

Screenshot 1.jpg
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ColonelY
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Re: Free France Campaign

Post by ColonelY »

Nice! :D

'Looks like it will be all the way until Tripoli... :P
conboy
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Re: Free France Campaign

Post by conboy »

Hi Bru,
Hope to get to your new scenario soon!
Meantime, what software do you use to splice maps?
I use MS VISIO and it is clunky for that.

Thanks in advance,

conboy
bru888
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Re: Free France Campaign

Post by bru888 »

conboy wrote: Mon Feb 01, 2021 7:38 pm Hi Bru,
Hope to get to your new scenario soon!
Meantime, what software do you use to splice maps?
I use MS VISIO and it is clunky for that.

Thanks in advance,

conboy
I used paint.net, with my new-found knowledge of layers. I opened up the first map, expanded the canvas to accommodate the second when placed adjacent to the first, opened up the second map as a layer over the first map, and moved it around until geographic features on the edges lined up.

That left the large white boxes in the lower left and upper right that you see above. Those I filled in using the scenario editor and an eye to Google Maps. Came out pretty darned good, if I do say so myself. :)

This is almost done; it just needs some decorations, houses and a few palm trees here and there:

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By the way, @ColonelY: For the most part, I chose to use the towns and their names shown on the maps that you provided. I figured the person(s) who made them knew what they were talking about.

There is the usual confusion with Google Maps as to the spelling of some names and there isn't even a matchup with the number of locations themselves! Maybe some towns have disappeared into the desert in 80 years, to be replaced by others . . . :roll:

I have had this problem with translated/overlooked/missing location names "all over the world" now. It can be a tough part of map designing.
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conboy
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Re: Free France Campaign

Post by conboy »

Bru,
I used paint.net, with my new-found knowledge of layers.
Thanks, I'll check it out.

conboy
ColonelY
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Re: Free France Campaign

Post by ColonelY »

07OperationLilaDenied:

Indeed, you've solved the supply situation. 8)

:D No, I think you don't need to dial those thresholds back - it's definitely more challenging for these coastal guns, but by focusing the coastal guns fire against DDs and by rushing the torpedo planes to deal with the cruisers (2 sets of torpedos = directly 1 enemy light cruiser down), under the cover of our dogfighters dealing with enemy dogfighters, it's perfectly manageable! :D

By the way, I like seeing two ships being exploded/scuttled at the same time by the same scuttling group... And even once for a total of 3 nearby French ships! :twisted: :wink:
*******
:!: On the land side, however, it's still too easy... :wink:

-> By the way, it would probably be a disaster to have the Luftwaffe involved as you've planed it "just in case". :lol: :wink:

-> Nice to see some real SS units, excellent addition these mobile artillery units (of two different kinds, just perfect!) :D

-> Retaining 4 harbor facilities out of the 8 present on map? :| Not a problem.

With no longer the possibility to outsupply entire enemy army groups :x ( :wink: ), then I've had to adapt my strategy...

I've opted for this one:
1. First, let the defenders of the "City Hall" bunker (very isolated in the middle of the map) take care of themselves ... So withdraw one regular infantry unit due west to join the other forces and the other regular infantry unit heading southeast for the same reason. :wink:
2. Also bring back the different partisans to support the operations of the regular troops (no need for them to be massacred unnecessarily :roll: ).
3. Defend only three sectors, concentrating the available troops around them: Arsenal & Fort St. Louis, Military Port HQ (and using the bunkers there a bit as support), west of the other two forts (with the bunkers there more for targets of opportunity only).
4. Adapt depending on how things go...

Results:
The enemy manages to destroy the undefended "City Hall" bunker and, later, while pushing southwards from there, to destroy and briefly capture as well the Arsenal (a Factory building - excellent variation here too, but of course much less efficient as defensive building)... and that's all. => Always kept under control 6 harbor facilities (of the total of 8; we've to hold 4 of them).
BUT at the start of the turn 15, the last enemy German or SS units have been destroyed! :shock: (And all harbore facilities either held or reclaimed soon after!)
*******
So, I would say still too easy landwise - perfect otherwise! :D

:arrow: Therefore: What about sending some land reinforcements to Axis troops? :idea:

By the way, it would be nice here as well to have the opinion of other players that have tested this scenario.

:idea: I suggest spawning them at turn 8 (= 1/3 of the scenario).
But which units?
Well, let's forget about the (here) useless German AA units... :wink:

But this could be an opportunity to involve the remaining of the 2nd SS Pz Div :D (together with a nice event - "Due to an unexpected resistance, the enemy is forced to send more troops in the fray!" or something):
3rd PzG Reg "Deutschland" / 2nd SS Pz Div
4th PzG Reg "Der Fuhrer" / 2nd SS Pz Div

As you've selected it, this would represent 6 regular SS infantry units (3 per regiment)... => :idea: 'Could be 3 of them spawning from the west and the 3 last from the east! :wink:

Then we could still have the (motorized of course - otherwise much too slow) 2 Rocket Launcher Bn / 2nd SS Pz Div (as one single unit together with one SS infantry regiment?) and, let's say, the 2 Pz Tank Destroyer Bn / 2nd SS Pz Div (as another single unit together with the other SS infantry regiment?)
Last edited by ColonelY on Tue Feb 02, 2021 4:29 pm, edited 1 time in total.
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