Help on a new campaign?

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Brenmusik
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Re: Help on a new campaign?

Post by Brenmusik »

conboy wrote: Tue Apr 19, 2022 1:49 pm Bren,
..Maybe I should add a couple of turns if you couldn't make it, I know you're a very good player ..
You're too kind :)

Looking back on my post I see that I didn't make it clear. I checked "Take all Primary Objectives" and they were all taken. I missed one (lower right hand side) first time round.
Both times I closed the gap with a couple of turns to spare, though I was pushing it. The French Division is a very powerful boost for the Americans.
Erik2
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Re: Help on a new campaign?

Post by Erik2 »

I think I found the issue with missing units.
The second time I nuked my way past the intro scenario. This obviously misses out on a few unit spawns.
Maybe put in a warning to players attemting the campaign a second time - 'do not use #igetnukes' ?
conboy
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Re: Help on a new campaign?

Post by conboy »

Erik,
That makes sense, good suggestion.

conboy
Erik2
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Re: Help on a new campaign?

Post by Erik2 »

Start scenario:

All units have zero unit experience. Maybe better to give them all 3-4 exp this late in the war.

I'd rather deploy my own air unit(s) than use the aux fighter. More fun and it makes more sense to repair core units.

The primary objectives lack map markers.

All objectives captured on the very last turn, so the timing was nice. I think it would be wise to add maybe 2 turns to give newbie players a bit of slack and allow time for soe maneuvering.

The vic pic lacks a proper title.
vic.jpg
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Erik2
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Re: Help on a new campaign?

Post by Erik2 »

I think you should hunt around for a better, more clean campaign map.
It looks messy when the 2nd scenario button is displayed with this busy background...
map.jpg
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Erik2
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Re: Help on a new campaign?

Post by Erik2 »

2nd scenario

I have a lot of land/air command points, but unable to deploy (even air)?
Is this inteded? If yes, I'd rather wait with the CPs until the can be actually used.
Now it looks like there is some issue with deployment.
I'll carry on with the aux units though.
conboy
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Re: Help on a new campaign?

Post by conboy »

The 3d AD doesn't deploy in the 2nd scenario until the attack box is cleared by the auxiliaries. I'll make that clearer in the brief but there's a pop-up that says it's time to deploy the 3d AD to start the armored breakout. At that time the 4th and 6th ADs also attack on the western edge.

conboy
Mascarenhas
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Re: Help on a new campaign?

Post by Mascarenhas »

Hi Conboy,

Count me in, if you whish, for the next trial version.
Regards.
jeffoot77
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Re: Help on a new campaign?

Post by jeffoot77 »

2nd scenario : easier than the first! ( which was already very easy) . i was suprised because there is no antitank, no mines, no bunker like in the first scenario. The turn limit is stressful so i rushed it and i won.

3rd scenario : always this stressful turn limit , i understand that when there is an objective to take rapidly but why not let play the player without stress of the turn limit with primary objectives ?

Mortain was easy to take, same difficulty of 2d scenario : no tricky antitanks, just some mines . Always a lot of artillery. Repairing bridges was not useful .

suggestions : more entrenched defenses units in towns like Mortain , limit turn for scenario to 20-25 , make bridges more useful.
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
conboy
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Re: Help on a new campaign?

Post by conboy »

Ok, jeffoot, keeping notes on what you are saying. You are confirming some of my doubts about this, so keep awn keepen awwn and letting me know what you think.

Mascarenhas, good to hear from you! Sent you the link. You can wait for the next version or start now.

conboy
Mascarenhas
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Re: Help on a new campaign?

Post by Mascarenhas »

Thanks, mate!
Erik2
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Re: Help on a new campaign?

Post by Erik2 »

conboy wrote: Wed Apr 20, 2022 1:20 pm Erik,
That makes sense, good suggestion.

conboy
An even better suggestion may be to spawn aux units in teh intro scenario and spawn the proper core units in the first 'real' scenario. This should avoid the issue altogether.
Erik2
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Re: Help on a new campaign?

Post by Erik2 »

2nd scenario:

There are exit locations on the top map edge, but no (air) deployment hexes. Surely the player's core air units should be able to enter the map before any airstrips have been constructed? The message kind of urges you on to use your own air.

There are British ACPs available, but no info if it is actually used.

Another good, scenario with victory on the last turn. Maybe on the easy side despite the tight schedule. The vic pic is missing.
vic.jpg
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Erik2
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Re: Help on a new campaign?

Post by Erik2 »

3rd scenario:

Another fun fairly and easy decided-at-the-last-turn scenario.
The last German defender moved out of the primary objective on turn 16, maybe give it a static order?

Looks like both pic & txt is missing from the victory message.
vic.jpg
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conboy
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Re: Help on a new campaign?

Post by conboy »

Erik/Jeffoot,
Both of you guys are saying the first few scenarios are easy but with tight schedules. I'm thinking make them harder (e.g., some counterattacks or dug-in defenders) but add some turns?
Would that make these initial scenarios more interesting? better?

conboy
jeffoot77
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Re: Help on a new campaign?

Post by jeffoot77 »

Hi Convoy,

For me, if the scenarios are too easy, it is not a problem because it is historical and fun enough. And maybe it is my problem that i like taking my time to encircle, to repair or to send recon. So the frustration for me is that you force to rush and you don't let the player morefreedom. (And even by rushing, the last objective is often taken in the last turn ...)

So i think you may keep the german defenses and juste add some turns except if you want the players finish in the last turn ? As Erik say, it looks like good and balanced to achieve the scenario objectives in the last turn... but personnaly, i hate this kind of rigged script because it is not realistic and stressful : one big mistake in deployment and it is the end.

edit: To Erik : i like yours scenarios and campaigns! so many fun and so perfection !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
Erik2
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Re: Help on a new campaign?

Post by Erik2 »

4th scenario:

You are able to repair the isolated units on turn-1.
Maybe use a one-off-faction with zero resource income for these?

Major victory at turn 9/16.
Missing secondary objectives map markers and txt/pic.


In general I would like to see commanders, specialisations, more turns and a nasty German surprise or two during a scenario.
Luftwaffe is easily destroyed during 2-3 turns, I think German air commanders would add a bit of flavour here.
vic.jpg
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Mascarenhas
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Re: Help on a new campaign?

Post by Mascarenhas »

I tend to agree, as a general rule, to allow extra time foor the player tend to his units, move and explore tactical options. In this sense, for instance, I´d give additional 2 turns in the first mission. Side note: Pz Lehr div. was not SS, but an elite training armored division, albeit having fought in part of its battles under SS corps command.
stevefprice
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Re: Help on a new campaign?

Post by stevefprice »

Erik2 wrote: Thu Apr 21, 2022 3:22 pm 4th scenario:



Major victory at turn 9/16.
Missing secondary objectives map markers and txt/pic.

I got the same, major in 9 turns. I also seem to have plenty of RPs at moment so I am risking more knowing I can repair after.
conboy
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Re: Help on a new campaign?

Post by conboy »

Thanks for all the feedback, guys. The 4th scenario is Operation Luttich, a major German counterattack, so it should be harder than 9 turns. I don't think I ever finished it that quickly so when I play I must be missing a major loophole that I put in.

Thanks again for the feedback, all!

conboy
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