Operation Unthinkable play test

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Sebwill
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Operation Unthinkable play test

Post by Sebwill »

https://www.dropbox.com/s/rld50qx9j8s1i ... .6.7z?dl=0 I need feedback on my campaign. I have more scenarios planned but these are the only ones that are ready for testing. I just added a new scenario and fixed some issues
Last edited by Sebwill on Tue Nov 29, 2022 6:21 pm, edited 8 times in total.
bru888
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Re: Operation Unthinkable play test

Post by bru888 »

Better report back on the black screen problem that you are having before offering the campaign for play tests.
- Bru
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

The Campaign isn't having problems with a black screen. I'm working on a side mod that is having that problem.
Bobster66
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Re: Operation Unthinkable play test

Post by Bobster66 »

I finished the first scenario and all the objectives, including the Commander reward, seems to work correctly.

The only thing of note is that the Russian air units were immobile.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

Ok I fixed the Russian Aircraft problem. here is the updated campaign https://www.dropbox.com/s/b50ervu6uq3nh ... .1.7z?dl=0 I also gave the UK and US some more land cp.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

At some point I want to turn this campaign into a mod with new nations like East Germany, Communist Poland, and add some new units.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

Bobster66
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Re: Operation Unthinkable play test

Post by Bobster66 »

I haven't downloaded the update yet but I finished the second scenario and I assume the third scenario, Raid on Moscow, wasn't complete as I couldn't deploy any aircraft and then it locked up.

For the second scenario, I didn't see any technical issues. The primary objectives to never lose your HQs implies that this was going to be a defensive scenario, but when half the Russians moved backwards on the first turn I quickly changed plans and went on full attack. It only took 12 turns to eliminate all Russian units from the map leaving me 18 turns to click through. Not the challenge I was expecting. It does seem odd that after 6 years of war there are no experienced units. Try adding some experience and converting more of the conscripts to regular infantry.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

Ok thank you I appreciate the feedback. I will start working on those scenarios.
GabeKnight
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Re: Operation Unthinkable play test

Post by GabeKnight »

First of all, thank you for sharing your work. :!: :D

And now some feedback:

Played at diff. IV, vanilla OoB version 9.2.4

scen 01: OK, a bit easy maybe, but OK

scen 02: what "Bobster66 " said. As this is supposed to be a campaign, some more land CPs would be nice. Expecting a defensive scen, I've retreated everything the first turn. And then waited and waited for something to happen. Even the enemy airforce seemed more or less idle after the initial attack on turn 1-2. The AI started the attack on my position finally on turn 10 or something. But they had nothing: weak conscripts against heavy tanks in the open...
Basically I played the first 10-12 turns with my airforce and long range arty only.
And then defeated them entirely using only my airforce and core land units, which was 6 infantry, one tank and one arty piece. (Okay, granted, it was not *only* my core units, but let's say they did 90% of the killing...)
Sugestions:
- add transpoprts to enemy infantry, at least engineers and the heavies.
- more enemy arty and WAY more "real" infantry (no conscripts) and tanks
- AT units to the enemy
- and: the enemy planes dropped from the sky after they run out of fuel, don't know why

:!: For the consecutive scens to function properly, you have to include all core factions in the following scens, i.e. Germans and French. (I did that myself with the editor)

03 Nothing to do here really, finished on turn 4 or 5.
The idea is okay, but you have to add more resistance or whatever to make it interesting.

04 As the enemy has no supply, this scen is no fun and too easy also. And I think the fortresses are idle, too.
As this is a campaign, I'd suggest some player CP/core units slots.

05 This one's quite good actually, but I'd recommend a turn limit of 30. You could also do with 25 turns, but then you will need the required 20 infantry units to be in the vicinity of Prague (there are 19 right now LOL).
The last 5-6 turns I had to roam the map to find me something to kill... :wink:
Also there seems to be an error with the prim. obj. "capture Prague" not activating.

PS: Oh, yeah, one more thing: if you change the date to 01.09.1945 inside the spec tab of the campaign editor, the spec tree won't look messed up anymore.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

Thank you for the feedback :) I have a update that should fix the scenario 2 AI problems and give the ussr a more powerful and experienced army that im going to release tomorrow morning.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

https://www.dropbox.com/s/z0uclsxan5lj1 ... .2.7z?dl=0
Update Notes
Fixed Berlin AI issues
Added USSR Fighters and new objective to scenario 3
Added Supply and more active AI to scenario 4
Added some more Czech units to scenario 5
replaced most conscripts in berlin with experienced soviet infantry
added heavy infantry and engineers with transports in berlin
fixed USSR fighters not returning to airfields to refuel in Berlin
Bobster66
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Re: Operation Unthinkable play test

Post by Bobster66 »

The updated first scenario was much more difficult this time around. The Germans got overrun immediately and the surviving units had to run and hide unit the Americans came to the rescue. Weird thing is that you now have 5 Russian gunboats deployed on the land. :shock: They were able to fire on the Allies but were invulnerable to all but air attacks.

The second scenario started with a proper Russian attack so it was looking good. However, only the US were able to deploy units. There were no CPs for the British and French forces anymore. I skipped through the scenario to get to the third...
GabeKnight wrote: Tue Nov 15, 2022 6:40 am
03 Nothing to do here really, finished on turn 4 or 5.
The idea is okay, but you have to add more resistance or whatever to make it interesting.
Seeing that Gabe was able to play the third scenario I wanted to get right to it. Unfortunately, it still has the same problem for me. I wonder if OOB no longer supports Windows 7 even if you have Version 9.2.4? :? I've had problems with some of Erik's recent campaigns as well.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

oops I accidentally added gunboats :shock: when I was pressing the save button I over clicked.
GabeKnight
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Re: Operation Unthinkable play test

Post by GabeKnight »

Bobster66 wrote: Wed Nov 16, 2022 3:57 am Unfortunately, it still has the same problem for me.
:arrow:
GabeKnight wrote: Tue Nov 15, 2022 6:40 am :!: For the consecutive scens to function properly, you have to include all core factions in the following scens, i.e. Germans and French. (I did that myself with the editor)
The scens will play fine if started as standalone scens or from the editor, but won't function like this in a campaign.
"Sebwill" needs to fix this for it to work.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

https://www.dropbox.com/s/2kazm5mkjtwpk ... .3.7z?dl=0 This should fix the core not working. Sorry I haven't updated it in a couple of days.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

Also every time I update the campaign I also update the Link at the top of the page.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

https://www.dropbox.com/s/2t1hhlm5pm401 ... .4.7z?dl=0
Added a New Scenario
This one takes place in the pacific so the location on the maps looks weird.
Sebwill
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Re: Operation Unthinkable play test

Post by Sebwill »

I'm working on a New Scenario right now. It will be released either today or early tomorrow.
Bobster66
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Re: Operation Unthinkable play test

Post by Bobster66 »

Played the latest version of the first scenario and it looks pretty good.

Skipped the second scenario as the German, French and British still can not deploy any units.

Finally was able to play the third scenario and it's a pretty good concept. Although there are plenty of Russian airfields none of them provide any air supply so the Russian air units suffered from dwindling Efficiency before they were all destroyed.

In Operation Wraith, we are given some CPs for the UK and Americans but there is no ability to actually deploy units anywhere. More units are not needed in any case, perhaps changing some of the already placed units to core units would be a better idea. With the statement that says "Only deploy Rangers or SAS units..." placed in the Primary Objective list, this becomes an unachievable objective, and this caused a Defeat for the scenario and brought the campaign to an end.

You've got some good ideas here, keep at it!
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