"Et voilà," as the Colonel would say.

There's hope for me and this campaign yet.

A FINISHED MAP in only ONE DAY!

Moderators: The Artistocrats, Order of Battle Moderators
"Et voilà," as the Colonel would say.
GabeKnight wrote: ↑Sat Feb 13, 2021 6:39 am This campaign of yours is quite hard, my friend, even on middle difficulty. Sure, I've won all of them without using any cheats, but some on the very last turn. On MIDDLE difficulty! On the LAST turn!![]()
But it's designed (if I'm not mistaken) to be played on middle difficulty, yes. And to be challenging. So, that's fine like this, isn't it?
The Free-French (my core faction) has more than enough RPs (don't forget that the game refunds half of the RPs spent on aux. units after each scen!), but I think it's a bit harsh that all my other allied factions start without any RPs. (they should have at least a small amount from turn one on IMO)
And it would have been really helpful if the British RP pool would carry over in the campaign...
The British pool carried over in the campaign? Well, I would say the are fighting their own battles somewhere else as well and we're focusing anyway on the Free French, so...![]()
Adding a small amount of RPs from start for other allied factions? That's a good idea!![]()
The game refunds half of the RPs spent on aux units after each scen?! Good to know, thanks.Then the Free French income should be slightly reduced in all scenarios (except the very first one, of course.)
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Very long playing times because of the large maps (what else to expect from 60-turn monster-missions). Played quite good though, enough enemy resistance everywhere to keep me busy. Just some minor instances of large portions of my armies to be moved without anything else to do (that's what I hate most with huge maps).
So, good action, good balance!![]()
And I know the reasons and limitations of the FF faction and why you didn't use no core units, but I STRONGLY suggest - regardless - to add (very few) core units for the player to "pamper". It could be a recon unit (didn't my forces capture one in the first scen?), mountain arty, AA or some weak tank or even one inf. unit. Of course it would be "un-upgradeable" and will become obsolete somewhere along the following years, but that aspect of my core-army is really missing for the feeling of a real OoB "campaign" IMO...
Well, it has already been discussed...![]()
So far so good, now comes the unpleasant part of this comment:
I don't know if you did not play this campaign yourself or just made too many revisions after the Colonel's comments, but if that's the case, I strongly suggest you do with the current build...
Here, I'm not sure I understood everything perfectly well, but it could be interpreted as if you thought I was (often) giving bad advice...Well, I'll pretend nothing happened!
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Not sure if you're really happy how the "04Keren" scen plays. I don't mean triggers, but gameplay balance and fun-factor. The beginning of this scen was SUPER frustrating (same for the next one, BTW). No progress, almost no arty or engineers against fully entrenched enemy units in high cover terrain with seemingly endless RP reserves. They were sitting on their river banks doing nothing but repair themselves. Maybe it's historical, I don't know, but it's no fun if there is no progress and advance (during a non-defensive scen!) for about 10-15 turns or so.
Well, you're certainly mentionning more the northern parts of this scenario... you know, it's historical and on purpose, to delay the two northern groups, to prevent them closing-in too early on Massawa.
The other allied groups should make a nice progress anyway, so...![]()
Similar with "The capture of Kufra": taking the fort is super annoying. Only one attack hex with no room to advance (or retreat!). I have only two arty. The strat bombers are nice, but with two AA firing at them and no money to repair them, they're usefulness is limited. Too much supply inside the fort to try the "strategic bombing" approach, either. The Italians have like a handful of units but a ton of RP to repair them and to rest battered units. Seriously, play it yourself, it's frustrating. Slow - almost no progress whatsoever. It takes about 15-20 turns to kill six units...while the rest of the map is already defeated.
Historically, taking this fort was more like a (tricky but) real siege instead than a rush... so, you've to take some time, why not?![]()
What, no money to repair the strat bombers? Well, that's not intended and should then be corrected...
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At "05OperationExporter" I'd suggest to delay some waves of the enemy planes for some turns (3-5). Yes, it's doable after a few turns (and after my reinforcement arrive), but the initial aerial attack is just too much IMO.
And there's also a funny trigger error in this one: One of the forts I'm supposed to attack with infantry only - but even if the obj.'s failed because I've used a recon or arty unit on it, destroying the fort still enables a "success" (it's because you forgot to deactivate the win trigger with every corresponding fail trigger)
Two good points, I would say! (Well, not exactly the TWO of them... see my next post please - sorry for this little inconvenience.) Thanks.
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Overall I found only one "tactic" to be working alright, and it's the same as with Erik's scens: The only viable way to defeat any enemy units is to cut their supply and restrict their ability to repair. Even if I have to move my units in huge "circles" around the (mostly) static defending enemy units. That's not fighting, it's circumventing...
Only one single tactic found working "alright"?!![]()
I hope you should be joking.
And I'd thought to understood you got used to play on higher difficulties than regular, normal, standard, in short on "middle" difficulty?!
(
) (Well, we may be now even!
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The same as with Erik scens?!Well, then you should already have used to it, right, and found some cool opportunities of action!
So that shouldn't be a problem at all.
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No worries, though, as in "07OperationLilaDenied" the supply don't matter at all (or almost). And "06BirHakeim" is a completely different kind of battle as we're defending that time!![]()
ColonelY wrote: ↑Sat Feb 13, 2021 2:55 pmGabeKnight wrote: ↑Sat Feb 13, 2021 6:39 am This campaign of yours is quite hard, my friend, even on middle difficulty.
[...] At "05OperationExporter" I'd suggest to delay some waves of the enemy planes for some turns (3-5). Yes, it's doable after a few turns (and after my reinforcement arrive), but the initial aerial attack is just too much IMO.
And there's also a funny trigger error in this one: One of the forts I'm supposed to attack with infantry only - but even if the obj.'s failed because I've used a recon or arty unit on it, destroying the fort still enables a "success" (it's because you forgot to deactivate the win trigger with every corresponding fail trigger)
Two good points, I would say! Thanks.
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'Thinking back to what has been written, I wanted to check something...ColonelY wrote: ↑Sat Feb 13, 2021 2:55 pmGabeKnight wrote: ↑Sat Feb 13, 2021 6:39 am This campaign of yours is quite hard[...]
Not sure if you're really happy how the "04Keren" scen plays. I don't mean triggers, but gameplay balance and fun-factor. The beginning of this scen was SUPER frustrating (same for the next one, BTW). No progress, almost no arty or engineers against fully entrenched enemy units in high cover terrain with seemingly endless RP reserves. They were sitting on their river banks doing nothing but repair themselves. Maybe it's historical, I don't know, but it's no fun if there is no progress and advance (during a non-defensive scen!) for about 10-15 turns or so.
Well, you're certainly mentionning more the northern parts of this scenario... you know, it's historical and on purpose, to delay the two northern groups, to prevent them closing-in too early on Massawa.
The other allied groups should make a nice progress anyway, so...![]()
[...][/color]![]()
Thanks. If it drags, start over with the v0.18 version of the scenario. This has reduced enemy resources so enemy units will not keep coming back. If you do make it through your current version, however, I am interested in whether you can get to all primary objectives on or before Turn 40. Play well!
Economy package! Use the same map for two scenarios: 09Medenine and 10MarethLine.
Apparently, what I was reading was merely the First Battle of Cassino. Depending on how you parse things, there were up to four battles of Cassino! And from a quick scan of this resource, the Free French did much better in the final battle than they did in the first one.bru888 wrote: ↑Tue Feb 16, 2021 5:11 pm Last night, I was reading about what happened to Free French forces at the battle for Monte Cassino. So far, this is what I think was meant when people proposed Operation Diadem as part of this campaign. Knowing what happened to those poor wretches in those snowy mountains has me doubting this scenario as well. I have to do more research.
I have done this in the past and am currently working on an entire 6-scenario campaign that takes place on one map. I regretted the first attempt because the map was so large that it bogged the scenarios on loading. Once they got started, they were okay though. But now I have to go back and try to make the map look more-or-less identical for 6 scenarios.Economy package! Use the same map for two scenarios: 09Medenine and 10MarethLine
As ColonelY said, the latest versions have reduced enemy/AI resources.Mascarenhas wrote: ↑Tue Feb 16, 2021 8:28 pm I see your point, Bru, and, of course, I very well agree. But for enjoyment and playability, in this case, I think that Italian air forces represent an almost unbeatable challenge for the French; from it´s ability to get replenishments well along at least by half-game. By than, unfortunately, French air might well be wiped out of combat. Either the player may replace h8is losses, or AI has a few less aircraft, in my view.
Fezzan is almost clever enough to release as a standalone. Almost. (Don't want to go through that rigmarole again - updating two copies of the same scenario.)ColonelY wrote: ↑Tue Feb 16, 2021 9:51 pm 1. Air component in Fezzan:
Early opinion => From the first fourth (more or less) of the scenario that I've been able to play so far (so the "early" aspect of this conclusion), I would just say that it's just perfect. But, still to be confirmed.
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(By the way, the AI income in terms of RP will be lowered, and it's already the case in the very last version, if I'm not mistaken.)
2. Yes, it is indeed the fourth battle of Cassino which interests us the most here...![]()
Oh, I made sure that the map was FINISHED as far as the usual stuff - decorations, etc. - before I committed it to the two scenarios. Now, there's always a bit of tweaking, like clearing a hex for an airfield, but that should be minimal, single-hex stuff.conboy wrote: ↑Tue Feb 16, 2021 10:35 pm Bru,I have done this in the past and am currently working on an entire 6-scenario campaign that takes place on one map. I regretted the first attempt because the map was so large that it bogged the scenarios on loading. Once they got started, they were okay though. But now I have to go back and try to make the map look more-or-less identical for 6 scenarios.Economy package! Use the same map for two scenarios: 09Medenine and 10MarethLine
But be warned, each scenario will raise questions about the way the map looked in the previous scenario, and you will have to fix it. I am having this issue now. Recommend you get the first scenario done just the way you like it and not get too elaborate with the bigger map - the player won't have much need to go prowling around.
I wouldn't do any decorations beyond the battle box for the first scenario until the two scenarios are complete.
It looks like about a 38x38 hex map so you won't have trouble with it getting boggy, unless there are a ton of units.
looks like fun!
conboy