Re: Battle for Seelow Heights... Road to Berlin
Posted: Fri Jan 23, 2015 1:33 am
Hey I wasn't the only one barricading that road, lol.GottaLove88s wrote:Oh boy! I'd forgotten that... Obviously u played Justin in Carpiquet too, Al?
Hey I wasn't the only one barricading that road, lol.GottaLove88s wrote:Oh boy! I'd forgotten that... Obviously u played Justin in Carpiquet too, Al?
How sure are you this fact? I think at 1 square, the faust may have had more punch late in the war. But would have been less accurate at say 2 squares than the shrek.GottaLove88s wrote:The 'shrek is about twice the size and even greater power than the 'faust
True but, I think yours were the most effective.jcb989 wrote:Hey I wasn't the only one barricading that road, lol.GottaLove88s wrote:Oh boy! I'd forgotten that... Obviously u played Justin in Carpiquet too, Al?
GottaLove88s wrote:Thanks for helping to trial Seelow, Celeborn!Celeborn wrote:Just finished first game with Veritas and also witnessed sharp defeat of Germans. The script was nearly identical to that of GL88/cavehobbit's game where my forward defense along the H line was overrun with only modest Soviet losses. Infantry in particular were essentially sitting ducks despite being in trenches, while the (fortified) 88s went down fairly quickly a la all other ATGs in BA2. After one play it is too early to ascribe to the outcome to play balance (vice superior play on part of Veritas) and so am looking forward to a re-match. That said am going to nonetheless make a few pro-German suggestions:
--allow Germans to either deploy and/or allow greater visibility range from units at top of hill ( suspect there were a lot of binoculars up there)
--make stream in front of H Line genuinely impassable (current configuration suggests it acts a genuine obstacle). If this is not historically supported then maybe replace crossing point stream tiles with marsh/vegetation
--marsh/vegetation didn't seem to act as concealment terrain for infantry
--riders didn't appear visible
--add Panzershrecks and Panthers to German OB, SU-152 to Soviet
also wanted to reiterate previous post re needed fixes to smoke (hello Pip!)
Seelow is def the best MP scenario out there and I hope there will be several sequels.
Your praise is generous indeed. You make me want to work even harder...![]()
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Your feedback is really helpful:
- Am experimenting with how to give units at higher levels (eg. on hills) or using tall buildings (eg.. watchtowers) greater visual range (Haven't quite got there yet, but am working on it)
- The problem with some stream squares acting as open ground is caused by the barbed wire. I've fixed this for v1.2 (Sorry!)
- From the games I'm playing tall grass or marsh grass both act to hide movement. If you were seen, could it have been in a marsh square without marsh grass? Or could he have hidden a scout nearby?
- Based on your feedback, I'm posting a vote on Panzershrecks and Panthers below...
- Are you reeeally sure you want to give the Reds a couple of Su-152s? The 122 is pretty darned powerful. Do you mind if I see how the first games play out. If it's still too easy for the Germans, 152s would be one way to help the Russians
Back to the BA2 Editor, I guess...
GottaLove88s wrote:Thanks for your responses so far guys! Ok, from early responses, the following seems to be the most acceptable compromise:Guys, two votes please:
VOTE 1: A few testers have requested the return of Panthers. For now, Seelow Heights includes the option to buy Jagdpanthers (a later version of the Panther, with stronger sloping armour). Show of hands. Would players prefer to have the Jagdpanther or the original Panther?
VOTE 2: Several other testers have requested having Panzerfausts. To stay within BA2's strict unit limits, I can't add Panzerfausts. However, I'm considering adding Panzerfaust attack strength/animation to German infantry, to simulate infantry squads including a Panzerfaust. So the 2nd show of hands is would you prefer to keep infantry as they are (with grenades) or give them panzerfausts? This would only affect plain vanilla 'German infantry'. Commandos, Waffen SS, Engineers, Ostruppen, Scouts, etc, would stick with their normal anti-armour strength/animation...
Thanks for your help everyone![]()
1. Include regular panthers AND jagdpanthers... Neither for free... Let the German player decide which he wants to buy (I'll have to scrap something else in the German options, because of BA's 64-unit limit per side, including all available options, but I'll figure out a way)
2. Add in 2-3 Panzershreks as purchasable infantry options for the Germans. The 'shrek is about twice the size and even greater power than the 'faust (and tbh I'd forgotten about them becos I so rarely use 'em myself). I'd agree with Justin tho. Let it fire max 2 spaces, darned near lethal at 1 space into the side/rear, but much less accurate/effective at 2 squares. Again, as above, I'll have to drop 2-3 other options to stay under BA's 64-unit limit, but there's enough there that's loseable... For example, I'm guessing the Germans don't really need those Brandenburg commandos, which feel kind of overpowered anyhow...
Fair summary of what you'd like to see next?
If this point is made clear in a mission briefing upon open, I think the scenario will play fine the way you have it already - Soviets win if they should have all flags at any point in the game.glenghiscan wrote:Just played a game with cave hobbit and as soon as the Russians got all the flags it was game over ? I thought they had to defend the flags up to the last turn ?
Thanks Glenghis, it's an error. You're right. The Russians are supposed to have to take all 4 VP flags AND HOLD them until the last turn. My game vs cavehobbit ended the same way, but he was crucifying me anyway so it was only a matter of time lol... Added to the changelist (below). Sorry...glenghiscan wrote:Just played a game with cave hobbit and as soon as the Russians got all the flags it was game over ? I thought they had to defend the flags up to the last turn ?
I haven't played with Cavehobbits but I really like what Enric's leaders add to a game. Gives that impression of officers being important and playing a role on the battlefield.GottaLove88s wrote:Guys,
I need to trouble you with one more question:
Vote 3: Leaders yes or no?
If folks want 'em, I'd like to ask enric & cavehobbit for permission to adapt their Leaders code for Seelow. Enric's code enables leaders to grant promotions or encourage their men to do more (extra AP). Cavehobbit's leaders are uberscouts, with longer vision, ability to see into nearby buildings/woods and, of course, rally for a single nearby unit.
"My" leaders are in fact Enric's leaders. I've just removed all other abilities other than Rally. Enric's leaders also have the scouting abilities, but I'm usually set mine as elite level to give then the golden wings, just to make them easier to find. I will make a test and remove the scouting stats in Squad.csv. As you point out, now leaders function as scouts, not what I think should be their primary role.GottaLove88s wrote:Guys,
I need to trouble you with one more question:
Vote 3: Leaders yes or no?
If folks want 'em, I'd like to ask enric & cavehobbit for permission to adapt their Leaders code for Seelow. Enric's code enables leaders to grant promotions or encourage their men to do more (extra AP). Cavehobbit's leaders are uberscouts, with longer vision, ability to see into nearby buildings/woods and, of course, rally for a single nearby unit.
GottaLove88s wrote:CURRENT REVISION PLANS FOR v1.2
1. Drop $DEFAULT.BSF into the campaign folder to see if this activates 'dead unit LOS' code - Am not convinced that this is fully working yet (when it does, players should lose line of sight LOS from units when they die, not at the end of the next turn) - Y
2. Reduce the purchase cost of Jagdpanther (currently 246) ... If a Tiger II costs only 12 more, it's a no brainer to buy... Jagdpanther isn't worth 36 more than a Tiger I - Y
3. Consider removing the elite extra move from all scouts? They're fast enough without it! - Y
4. Let the defending Germans move first - NP
5. Tidy up messily placed barbed wire in southeast square of Kustrin - Y
6. Review whether it's working for infantry to 'ride' on tanks (Players views welcome?) - TBD
7. Review ZiS-3 bombardment? It's too inaccurate (so on average 0-1 of 3 shot salvo will hit, having minimal effect on their target) - TBD
8. Review whether 82mm mortars are now too weak? (early feedback suggesting that 2-man 82mm is too weak; consider going back to 120mm) - Y (back to 120mm)
9. Make smoke removal even more gradual (tweak to 10% chance for smoke removal, increasing by +10% every turn; rather than 25% chance, increasing by +25% every other turn) - TBD
10. Add back the GJS'44 'merge units' code (to permit two damaged units to merge together to become a single stronger one; with thanks to Enric & Amaris for that one)
11. Remove the trench corner at 32,48 - Y
12. Tank riders are kicked off if (i) the tank fires, or (ii) the tank is fired upon; (iii) tank riders lose men/morale if tank is attacked with HE (has anyone coded anything like this before?) - TBD
13. Fix/remove barbed wire by the stream; if it is damaged it somehow turns the stream into open ground- Y
14. Modify AP for 88s so that they can still load into a transport, even when they're suppressed (suppression should stop them firing, not stop them running away lol; check if mortars/ZiS-3 are equally rabbit-like when in headlights)
15. Stop T70 and Pumas from breaking down (otherwise T70 can get stuck on the Oder bridge for turn 1, doh!) - Y
16. Tweak victory objectives so that Russians must take and hold all four VPs until the end of the game to win
17. Add achievements, eg. Zhukov unit must survive, 3/4 ZiS-3 guns must survive, Take the Hardenberg within x turns, etc...
18. Remove ability for snipers to take out anti-tank guns/artillery with a single shot
19. Restrict sniper skill to scouts only - Y
20. Offer Germans greater choice in purchasable tanks, inc Panthers as well as Jagdpanthers
21. Add some panzershrek teams (edited to max 2 square range, lethal into rear/side from 1 square)
22. Reduce transport shots to 1+1 return fire (vs. 2 +1 by default). Copying a smart idea from cavehobbits Authie. They are supposed to be transports! - Y
23. Add Enric's Leaders scripts (with kind and generous permission of genius author!)
As always, all feedback welcome...
Y - Yes. Done in v1.2 (coming soon)
N - Decision not to do this
NP - Not possible in BA2
TBD - To be decided