Spanish Civil War Mod & Campaign (v0.90)

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LNDavoust
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by LNDavoust »

A reminder: I will be (mostly) out of reach for a week in a couple of days, I'm going to a classified location to sort out some classified issues. So remember to be nice to each other in this subforum and drink several glasses of water per day :) Read you soon!

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33Charlemagne
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by 33Charlemagne »

First of all thank you very much for this always forgotten theater... Beautiful. But can I play as a Nationalist? and, can Iplay Alone? Many thanks y... Carr al sol !!! :) :)
33Charlemagne
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by 33Charlemagne »

Salve and sorry, but into the folder of scenario which I has dowloaded, there is nothing .. I loss something ?
33Charlemagne
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by 33Charlemagne »

Salve and sorry, but into the folder of scenario which I has dowloaded, there is nothing .. I loss something ?
Bobster66
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by Bobster66 »

I've replayed the Western Mediterranean again and finally got the "Sink the convoy" objective.

So with three attempts it went like this:

1st: Sank the convoy and Destroyer escort with air-power before my subs appeared, resulted in failure.
2nd: Sank the transport only, using only the subs and left the destroyer alone, resulted in failure.
3rd: Sank the transport with subs after a single attack with a fighter that should have inflicted a half point of damage. Also heavily damaged the Destroyer with a combination of air and sub attacks, but did not sink it, resulted in success.

Is this objective perhaps using a damage counter for the subs?

Have since advanced to A Coruna Road, and based on the warning, didn't deploy my air recon because RP's are in such short supply. When the messaged popped up saying it was now safe to do so, I couldn't find my recon unit in my reserve list, I did however find it in the destroyed unit list! :o Restarted the scenario and watched my reserve list, sure enough the recon unit was taking damage every turn even though it had not been deployed.
Bobster66
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by Bobster66 »

Been having a blast with this campaign and made it to what I believe is the final scenario, Brunete II. This particular scenario has been particularly tough for me and I've had to restart several times to avoid early defeats. My current game plan has got me as far as trying to close the pocket but my available forces don't seem to be up to the task. I any case, on turn 25 the AI turn never ends. On one attempt I even went out to do the grocery shopping but the turn had still not completed upon my return.

Thanks again for the excellent campaign!
33Charlemagne
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Re: Mod & Campaign della guerra civile spagnola (v0.90)

Post by 33Charlemagne »

scusa se mi ripeto ma : è possibile giocare con i nazionalisti ?
Michkov
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by Michkov »

I noticed that the Spanish Heavy Infantry gets renamed to French Mortar Infantry when switching to its mortar role.
LNDavoust
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by LNDavoust »

Just a quick post to thank the recent feedback, guys. I will look into it as soon as I have some spare time, next week hopefully.

Back from my holidays my computer decided she wanted some rest too, and I had to get some help to make her come back, but it seems the problem is solved (patched, maybe) now. To the trenches once again :)
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bondjamesbond »

LNDavoust wrote: Thu Jan 05, 2023 2:42 pm Just a quick post to thank the recent feedback, guys. I will look into it as soon as I have some spare time, next week hopefully.

Back from my holidays my computer decided she wanted some rest too, and I had to get some help to make her come back, but it seems the problem is solved (patched, maybe) now. To the trenches once again :)
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http://www.sbhac.net/Republica/Fuerzas/ ... Carros.htm
Hi ! What new are you planning to do or is this the final version of your mod ?


P.s.
Some sounds can be taken from this mod )
https://mow-portal.ru/load/v_tylu_vraga ... 1658833495
https://www.gamepressure.com/download.asp?ID=64045
https://tvtropes.org/pmwiki/pmwiki.php/ ... ivilWarMod
https://mynickname.com/id73473
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Japoivvb
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by Japoivvb »

Is there any plan to do a similar campaign from natilonalists POV? Wonderful job with those briefings/events
GabeKnight
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by GabeKnight »

LND,

the whole presentation of your mod is more than professional; and you are the only one to use the "masks" on the campaign map screen correctly, as far as I know. :D

The whole new rewrite of the spec tree is great, every single one spec description was modified to fit the theme of this mod, incredible!

And a suuuuper huge Kudos for the ingenious idea to "reuse" the spec functionality, especially the specs that allow your core units to maintain experience... Incredibly creative and innovative modding idea. I can only imagine the amount of work with the triggers in each scen... :shock: :mrgreen:

Alas, I remember your mod to be quite hard so - and for balancing purposes - I chose to play the mod on difficulty level III... [sigh] :wink:


scn 01:
- maybe you could change the "do not lose any units" sec. obj. to "do not lose more than one unit"
(it's kinda hard to not lose a ship and destroy the transports and defend against enemy gunships (and a DD!); altough I even played on "baby" difficulty... :wink: )

scn 02:
- the Ital. tac. bomber is too weak to even damage one of my ships, yet destroy them!
(my naval AA fire destroyed both Italian (small) planes actually; and could hold their own against one large bomber, too, I guess; as AA from BBs that have not moved is quite dangerous even to large air)

scn 03:
nice!

At this point I've decided to "cheat" a little bit, but mainly because I was curious...
... and gave myself a bunch of spec points with the #epihany cheat to test the functionality of all the new specs

scn 04
- Very hard scen obj.: the player has only a very limited amount of time to realize what some of the (sec.) obj. mean and then also only limited time to react accordingly. It's really hard and I was reloading turns regularly. That's not how it's supposed to be IMO. For example: the Italian transports to Palma. If I had moved my subs the other way (to the east) for one turn, I wouldn't be able to achieve this obj. anymore.
- Also, the enemy (reinforcement) ships turning up on my eastern border (turn 19 or so): Like exactly on top of my exit hexes??? And exactly on the same turn my supply ship arrives at those exit hexes? Really? You did this on purpose, right? :lol:
Yeah, I've got the event popup warning, but still, please let them appear on the southern edge at least.
Sometimes your scen "choreography" is just too strict and does not allow enough room for leeway.
- the "sink convoy" obj. checks "complete" too late (many turns after it was achieved) for some reason.

Thank you for this incredible mod!!! :)
(to be continued)
bru888
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

Gabe, thanks for reminding me about this and stoking my interest even further. I resolve to put aside all other matters and finally get to playing this mod! I will be following in your footsteps and providing my own commentary, partly in response to yours.
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by GabeKnight »

bru888 wrote: Thu Feb 23, 2023 4:54 pm I resolve to put aside all other matters and finally get to playing this mod!
Bruce, you won't regret it. Promise! :D

With your eyes for detail, I'm sure you'll appreciate all the work LND must have put into this project. I'd highly recommend to put this mod into the "community crate" once finished.

Still, I have to warn you, brace yourself for some quite hard scens. Don't expect a "Major Victory" on the first try! :wink:
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

Well, here I go. The following posts by me will seem random in nature as I take down my thoughts while I am playing and snooping. Note: Although this is still being played with OOB version 9.2.5, I do have Horst's Fixes & Tweaks mod installed. I don't think there will be any problem in that regard but if so, I will let you know. Not that you should do anything to accommodate your mod for somebody else's, but just for information.

Also, I always play on middle difficulty. Remember Monk, the OCD TV detective? No? Oh well. Let's just say that he had a fascination for the roundness and exactitude of the number 10. :)

Let me start by saying that I am glad to be playing the Republican side in this. From what I already know about the Spanish Civil War, I would not want to be playing the bad guys. When I play Germany or Japan in official OOB, I do have fun but it bothers me a little bit before and afterward. Here, I will enjoy kicking some Nationalist/Fascist butt. :x

Before I began play, I took a look at the campaign in the editor. You are a hard man, LN Davoust! (Assuming you are a man, that is. Forgive me if you are of some other persuasion.) Defeat means DEFEAT, all the way through. No "gimmes" or "do-overs." Even a Draw, if there are any, means DEFEAT. An uncompromising, bitter, and grim challenge as it should be!

The scenario layouts all look good. The campaign branching looks deliciously complex! I am a bit concerned about this, however; if the player scores a Major Victory in the Western Mediterranean scenario, he goes nowhere? There is no explanation that I can see for requiring only a Minor Victory in order to advance*:

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I begin to see what Gabe is talking about with the extra efforts and talent applied to modding this. For example, not just revised specialisation descriptions, but custom images!

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Some new commanders, too, I see:

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These are the main flags for the two sides. I would have preferred a bit more differentiation, but if that is how they were, then so be it! I am sure I will get used to telling them apart.

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capPointFlag_nationalist_spain.png
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Also, the Basque Army flags are interesting; I am looking forward to seeing them in the game at times, perhaps:

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[But I would love to know how Vietnam figures into this.]

Well, that's it for the campaign editor. Next stop, Gibraltar!

*Upon a second look at it, I am wondering whether you meant to branch to University City A for a Major Victory (in contrast to Minor Victory leading to University City B). Because, unless University City A is played and won, there are a bunch of "A" scenario versions that will never be accessed, if I am reading your campaign tree correctly.
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

I neglected to mention the custom units in this mod but I will do so now. This is excellent work:

Dornier Do15.jpg
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I don't know much at all about the graphic side of this game, but I will speculate that you used the original Do18 and tweaked colors and insignia:

Do18 (original).png
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do15 (custom).png
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If that was all you did for your modded units, that alone would be impressive. I cannot be sure, though, that some of your units are original constructions. For example, there does not seem to be an equivalent for this gun in the official game:

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Closing the Strait:

Just a general comment — I see that you don't go in much for decorations (trees, buildings, etc.) This is not a criticism, however. It may even be a compliment in an important regard. I go nuts with decorations which, as I have learned, slows down the loading of the game and maybe its forward progress during gameplay. Stick with your approach. Some decorations, but not a whole lot. After the initial eye candy effect wears off, the player is (or should be) engrossed in battle, not hugging trees.

From the briefing: "We must preserve as much military power as possible: a living man today will be a fighting soldier tomorrow." Well put.

Very ironic and quite tragic: "At the moment the British [and the French and the Americans but don't add this, of course] are neutral in our Civil War, but we expect to gain their help soon, as well as the support of other democratic countries." They were too complacent and stupidly afraid of Communism at the time to realize that the true danger was Fascism.

Why not use a gold flag for Malaga and silver flags for Huelva and the outskirts of Cadiz and Algeciras?

I agree with Gabe about the harshness of the "Do not lose any unit" objective. I lost my first unit on Turn 2 when I foolishly sent a weak Anarchist Column exploring! (Let alone the sea battle.) If you don't want to change the objective, perhaps add a hint to the "The Republican Army" message, like "The Spanish Republican Army is in a deplorable state. We need to organize, equip, and carefully husband our land forces before they can conduct any offensive operations..."

Having learned my lesson from my first playthrough, I parked some anarchists on the crossroad between Cadiz and Seville and devoted some resources to building them up. The rest of the land units were told to stay home. Key, I think: Maneuver the destroyers close to Alegciras and get them past the enemy ships so that they can head off the transport ships. Let the gunboat and torpedo boats deal with the enemy fleet.

Meanwhile, use income to build up the land units in anticipation of attack. (A clever aspect, this. Woe betide the Republican commander who neglects doing so.)

Maybe label this river, which I believe would be Río Guadalquivir. It is where my anarchists took their first heroic stand against the Nationalists:

Río Guadalquivir.jpg
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Of course, I foolishly thought they would attack across the bridge. Surprise!

Surprise!.jpg
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It was not much of an attack, though. Only one enemy unit? I will check. Ah, sneaky. As soon as I left Malaga, another unit started advancing southeast. Fortunately, I was watching for that (territory markings) and confirmed it with my trusty Dornier Do15.

As it turned out, it was coincidental that I left Malaga (then scrambled back) on or about Turn 14. As it happened, the Falangist Column operated probably as you intended; first taking unguarded Estepona and then heading up the coast to Malaga. But I believe it did this on its own, based on 100 Agression, because there is no Target Hex designated for the Move order:

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As the message says, defeat the flotilla and then use remaining warships to pummel Cadiz and Algeciras. Go for Algeciras first while moving land units to destroy the coastal gun at Cadiz.

Just a quibble: the objective is "Sink the rebel flotilla" but all that needs to be done is sink 3 of the 4 enemy warships. The Churruca, of course, ends up defecting when it is sufficiently damaged. It happened to be the last enemy warship afloat in my case.

German Air Bridge: my exact quote: "What the heck?" I feared paratroopers! (My God, don't take that as a recommendation. This was hard enough.) Turned out to be "red herrings," apparently.

Managed to take Cadiz outskirts on the very last turn. To be on the safe side, I would add two more turns.

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Well, well. Many twists and turns, much news, great images. Sufficiently challenging. Thinking required. My overall impression just from this first scenario: I wish I could design this well.

Just a word of advice, though. Personally, I have found that, the more triggers there are in a scenario, the more important it becomes to a) descriptively label all of them (while trying to keep the labels as short as possible), and b) use folders for grouping and organizing triggers. You may have noticed that, if you have not looked at your work in a while, how difficult it is to pick up your own programming threads otherwise!
- Bru
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

The Disembark of Majorca:

Heh, "Majorca, a thorn in our rear." Let's hope that does not refer to playing this scenario!

The briefing on this one could use some improvement. The third briefing should be the one that moves the camera inland so that the player knows what it means to "progress towards Manacor, on the road to the capital of the Balearic Islands, Palma." And, when it does pan inland for the fourth briefing, it doesn't go far enough to show Manacor.

This would be a much better view for the third briefing:

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Ugh, as in "ughly": I would not link objectives to units unless a) they are visible or marked with a flag, and b) they do not move around.

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Well, I will take that back a bit. Apparently when you link objectives to units, the arrows follow them around! (I never knew that. After all these years, I am still learning new things about OOB.) And I see why you point to certain Soviet units — foxholes not included (by the way, you should correct "unsubordinated" in favor of "insubordinate" in the mission description). But still, to point to enemy units in this manner defeats the purpose of the fog of war.

The hex arrows for "Take both the north road and Porto Cristo" also point to one of the enemy units.

I noticed something else. For the objective "Defeat the counterattack," you point to the eight units of AI Team 1. This includes two 7.5 cm leIG 18 guns. These are not included in your trigger; hence, instead of being required to destroy 5 out of 8 units to defeat the counterattack, the player must destroy 5 out of 6 with the enemy artillery thrown in. Either the guns should be listed in the trigger or the objective should not point to them:

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The reward for "Take Manacor and the road to Palma" is "(+25 Resource Points/contested Majorca)". What is that last part about? Perhaps it will be revealed later.

Another thinking man's scenario. The player's crisis response must be carefully choreographed in order to save the Soviet dummies without losing too many Republican troops. One big key: Let 'em come on! Get closer to my naval guns, boys!

The Soviet barge Jovien Miguel does not convert when their land forces become converted to the Republican cause. Thus it is the first to fall to the Italian bombers and counts toward my losses of naval units. Intended? Was I supposed to defend it with naval AA and, if so, to what purpose since I could not move it? As you see below, I failed the objective for this reason.

Here is the trouble, I believe. This "Militian survivors 2" trigger probably should have removed the Soviet barge as well as the other Soviet units.

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But don't do that in this trigger. Leave the barge on the map for the turn or two that elapses between "During the night the militia forces have withdrawn to vote if they accept you as their new commander" and "After some discussions among the men and several voting rounds, the majority have accepted you as their new commander in this operation." Presumably the barge is their headquarters where they withdraw to vote; it remains Soviet until they do. It would look strange for the barge to disappear in the interim. Instead, remove and replace it with a Republican version of the Jovien Miguel when you "convert" and spawn the Soviets as Republicans in the "Militian survivors 4" trigger. This way, the player has a chance to evacuate all 5 ships.

I would add 4 turns to this scenario. Land units must move all the way across the map and the infantry lacks transportation.

In addition, this one felt a bit overbalanced in favor of the AI: A combination of not enough friendly units, Italians ruling the skies, and Manacor being too heavily defended. Even one of those aspects being adjusted may have made a difference. Gabe did not say anything along these lines, but aside from me being a terrible OOB player, I don't think a Major Victory is possible in this scenario, either.

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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

Extremadura:

It is just possible (at least with my screen resolution) to show both Caceres and Merida with the first briefing if you position the camera just right.

I would take an even 1/3 - 1/3 - 1/3 approach with the camera in briefings two through four. That is, show 1/3 of the vertical distance from south to north in each. Basically, the second and fourth briefings are fine; try to show the middle of the screen for the third. This way, the player can see the location and rough terrain of the referenced Guadalupe Sierra.

How about labeling the Tagus River in a couple of spots? However, I should amend something I said previously. If the Spanish spelling would be Río Tajo, then I would recommend that it be labeled Tagus River. Same for the Río Guadalquivir that I mentioned earlier; if it is actually something less familiar in Spanish, then perhaps label it as the Guadalquivir River.

My reasoning is this: Many more of us have heard of the Tagus River than the Río Tajo, and you have gone through the effort of producing this mod in English for the widest application (which is appreciated). Widespread knowledge of English is just a fact of life these days, not ethnocentrism. However, if you don't feel comfortable in compromising your principles, then Río Tajo and Río Guadalquivir would be fine.

Heh, I was going to complain about Guadalupe being so tiny. I have heard of it. That's a big city, isn't it? No, it turns out that I was thinking about the island in the Caribbean. So this Guadalupe is hardly even a village, fine. But not even a goat track in or out of town? But I do realize that you may want to emphasize the inaccessability of the area by providing no roads.

I marvel again at these popup events, both the messages that they convey and the supporting images. You must have scoured the internet for those!

Oh, very neat with those Guerrilleros and the train convoys. "Muchachos! Remain in hiding in these woods by the tracks. Wait for the sound of an oncoming train. When it approaches, strike the fascist pigs in the name of the Republic! Good, good ... ¡Ay, caramba! Here come the guardia civil! Back to the forest, rápido!"

To be continued ...
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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

Extremadura:

This scenario was really, really excellent. Great twists of fate (such as, being relieved of unreasonable objectives when the going was bleakest).

Yeah, the bombing mission was important. Yeah, the terrain was important. So was outwitting the enemy twice, cutting off supplies to his advanced troop concentrations.

The only quibble: The Republican bomber unit in this campaign so far is not very powerful. The fighter is lucky to get a "hit" maybe once in seven strikes. So, the first "Cause 18 points of damage with our air force" is reasonable, but takes like three quarters of the turns. Thus another 18 points of damage is not really feasible and sort of takes the air out of one's kite, so to speak. I would drop that second air damage objective.

I was surprised, and pleased, to note that my Breguet 19 bombers could outrun the enemy's He 51. I lured that creep all the way back to Talavera and clobbered him with my fresh, fully repaired Dewoitine D-372 which was lying in wait. Pursued him all the way back to Merida. Scratch one He 51 right in full view of the ground crew at his airstrip! (And my fighter survived — barely — the ensuing AA fire.)

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Fought a fighting retreat across the Guadalupe Sierra, taking advantage of mountain passes. Cut off and destroyed both German tanks! I actually saved the airstrip near Navalmoral.

And the enemy never got close to Talavera. They never even got out of the mountains.

The "Guerrilleros" had an interesting career. After taking out two trains and being chased by the Civil Guard, twice they were down to strength 1. They even managed to stumble in that condition into an encampment of rebels. I thought the Guerrilleros were done for but the rebels did not attack, for whatever reason.

I maneuvered the Guerrilleros into the forest, where they recovered. Then I used them, with my reconnaissance plane for eyes, to harass the enemy behind their lines.

You can see here that they were on the verge of destroying their arch-enemies, the Civil Guard, as we closed in on Trujillo. But the clock ran out before they coup administer the coup de grâce.

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Great stuff.

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Incidentally, if you do keep the "Cause another 18 points of damage using our planes" objective, the goal should be 36, not 37 as shown above. The condition on this trigger should be set for Damage > 35:

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Re: Spanish Civil War Mod & Campaign (v0.90)

Post by bru888 »

Western Mediterranean:

Ahh, a sea battle, my favorite. Who knew we would get one in a Spanish Civil War campaign? (Yes, I am learning about the overall topic...)

Recall what I said earlier about this being the scenario which lacks a Major Victory branch in the campaign editor. From what Gabe said, I am guessing that gameplay difficulty is what prevented anyone from noticing this. As with the first three scenarios so far, I am anticipating struggling just to achieve a Minor Victory. [Heh, not even that; see below.]

Wait, what is that? Is it...? Majorca? Yes it is, in miniature, my old stomping grounds from The Disembark of Majorca! (Variable scale is one of the strengths of this game.)

Nice sequence of "Merchants intro[ductions]. Again, I marvel at both the images and messages in this mod.

Well, I can see which secondary objective is going to be the one most likely to deny me a Major Victory: "Sink at least 2 Italian submarines." Sinking submarines in this game is easy ... once they are located! THAT is the hard part.

Of course, instead that is the first objective that I completed...

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As a matter of fact, I managed to sink ALL the enemy subs, which surprised the heck out of me!

Heh, but I am embarrassed to say how long it was until I realized that the Hawker Spanish Osprey was a fighter, not a reconnaissance plane. :oops:

"Through our fingers," eh? My lips were pursed in disdain. Although, I suppose the victory is a moral one, having forced the Canarias to retreat, hopefully for good in this scenario.

One complaint: I wasted a bunch of resources resurrecting a core gunboat that I had lost in a previous scenario, only to find that I had no place to deploy it (to compensate, I loaded from Auto Save because I did not consider it cheating). I know why you do not provide docks — you don't want Republican warships being fixed in ports — but perhaps a seagoing deploy hex could be made available for the entire length of the scenario.

You know what? Scratch that. I have a better idea. See below.

My results:

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As you can see, my problem was in losing too many ships. Also, my last merchant ship made it safely off the map only on the very last turn. The last merchant ship must sail almost faultlessly to make it in time. I noticed that it did not move in a straight line and took an evasion when the Baleares flotilla approaches. Due to time constraint, it was almost a self-defeating thing even if that last merchant ship never even suffered a scratch.

So here are my recommendations, for this scenario does need a tweaking but not as much as what I thought; it really isn't that difficult overall.

First, leave the fleets, their positions, CPs, income, everything as is. Forget about the friendly port or sea deploy hex. Instead, provide the player with an aux support ship. Or, at the very least, advise him that purchasing one would be advisable but, at 90 resources cost, it would not be cheap. My initial RPs were used up repairing my fleet from a previous battle. So, if this was my scenario, I provide an aux support ship. I like the challenge with just that extra assistance.

Second, realize that merchant ships travel at 2/3 the speed of supply ships, which are not speedy to begin with. Did you realize that the merchant ship MP is only 2? Supply ships and transports are 3 MP.

The Ciudad de Cadiz is a merchant ship, but it starts nearly 3/4ths of the way across. The Blagoev is also a merchant ship but that's not too bad since it begins nearly halfway across. It's the Komsomol that is the problem; it is a merchant ship that spawns on Turn 10 on the eastern edge of the map. And it crawls. I would make the Komsomol a supply ship (since you call it a cargo ship in the popup message). This would be better for reasonably accomplishing the objective in the number of turns allowed and given the late opposition that the Komsomol faces.

Third, specify that "Sink the Italian convoy" means just sinking the transport ship. I thought I had to also sink the destroyer which is asking a lot for even two submarines. I would clarify this and, as a matter of fact, make the mission a bit harder by spawning two transport ships to sink.

Incidentally, I notice that the Defeat message has a blank image. The immediate reason for that is these three images are in JPG instead of the required PNG format:

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But there is something else. I see that you are providing five total image files for the five possible outcomes. However, you only really have two distinct images:

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You can do what you have been doing; i.e., provide 5 images and numbering them thusly:

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But if you really only have Victory and Defeat images (with Draw being a Defeat), then all you need to do is to name the bad one outcome_X_0 and the good one outcome_X_1 ("X" being the position of the human player's alliance from left to right, in this case, the third column) and to number those boxes 0,0,0,1,1 from top to bottom.

In any case, I am not going to play this again, even though I do like the scenario, because I believe the outcomes would be the same. I will nuke through this one.
- Bru
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