Please let me barge in here as I've also just completed this amazing campaign...
Thanks, Erik!!!
airboy wrote: ↑Fri Jul 17, 2020 11:15 pm
US Corps 1944-1945 - some general observations.
I'm on my 3rd playthrough with an imported core army. I have a couple of general observations about the campaign.
When you use an imported army, all of the available research tree is completed except for advanced aircraft... [...]
Agree with this, but it's always a problem with core import. And it's an enormous piece of work to add/change objectives to include variations if the player has an imported core or not and whatnot.
Although I can't really agree on the RP shortage in this one. Yeah, sure, it's tight as always, but except at 12Sankt, I didn't need no additional RP-cheat to ALWAYS elite repair all my units (with the exception of recon and units that are already 5-star).
airboy wrote: ↑Fri Jul 17, 2020 11:15 pm
Sorry to criticize - your work is amazing and I'm greatly enjoying it.
Avery
Don't be sorry, it was good feedback IMO; and I'm sure Erik agrees.
US44-45, v1.4
03Carentan
- sec. obj. counter "eliminate armoured units" is counting twice or something. Showed me 14 units, although there're only 7 on the map. Maybe the old problem with two unit classes defined in the trigger
- I suggest to validate the prim.obj. check by "scen turn limit" for the player to be able to achieve the secondary obj. first
06Avranches
- the prim. obj. count is wrong: validates at 4 VP, but only 3 are present on the map (-> Draw)
07Brittany
- was mentioned above by Avery: there are 3 prim. VP, not four
- also there are six sec. VP and not 5
- the to-be-captured ports are unmarked, unnamed hexes
12Sankt
- this was serious fun, but also very difficult to achieve with your allotted income (I think I added myself about 500RP with #warbonds again). I think you gave the player 29RP/turn for about 150LCP and 30ACP in a DEFENSIVE scenario...
But I guess I don't have to mention this again, as you've already begun to revise your 1RP/unit/turn policy with later war scenarios (THANKS!

).
- and the whole air deploy and re-entry situation has to be corrected, as Avery also pointed out earlier
- I did fix this before my playthorugh, but I forgot the re-entry hexes and the only airfield is blocked my an AI-controlled aux unit and I could not land my units there...

I'd suggest to move the AA piece a hex away.
- I'd also suggest to change the supply situation. As it's now, losing the sec. obj. in the early turns (which is unavoidable) puts my whole army into undersupply. I think the three prim.VP hexes, that I'm supposed to "never lose", should be able to supply my whole army ALONE.
- both sec. obj. (hold 2 obj. & destroy 30 Wehrmacht) were checked as "complete" from the start
15Remagen
- sec. obj. doesn't work (4 land units on marked locations)
17Wargames
- the (enemy) middle column and a single tank in the northeast have no supply and should be connected to the lower part of the forces (or add no-city-hex-supply nearby), because even though they capture the nearby towns early, it takes too long - 3 turns - for the supply to change; they're all dead by then...I changed the scen and included a few supply pockets for them "on the road". They were still undersupplied, but remained a fighting force.
- the 7 obj prim obj. is to easy, change it to 10 or something
- the second enemy paradrop remains idle and crashes
- many enemy air reinf remain idle on the southern edge and crash
=> I think you should "free" the southern AI airports of units so they can at least land
- the sec. obj. to capture enemy HQ points to the wrong hex (the marker points to my own HQ) and I get the reward (9ACP) immediately or very early, I'm not sure
18Operation Unthinkable / Codename "Alex" was nice!!!
- prim obj. won't check at scen end -> Draw

BUT seriously now, why are there almost
no tracks in Germany? This I can not believe and I'm sure it
CAN NOT be historically accurate.
