Bru's Scenarios and Campaigns
Moderators: The Artistocrats, Order of Battle Moderators
Re: Bru's Scenarios
Same storyline? Or new challenges involved? You know, to play it again if need be... 
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bru888
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Re: Bru's Scenarios
For you, who played it recently, same old, same old.ALP071 wrote:Same storyline? Or new challenges involved? You know, to play it again if need be...
- Bru
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bru888
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Re: Bru's Scenarios
I lied. Arracourt was next.bru888 wrote:Next on the drawing board (well, in the think tank at this point): The Second Battle of Jutland.
Arracourt was the largest tank battle involving U.S. forces on the Western Front until the Battle of the Bulge. It has been used as an example of how tactical situations and crew quality can be far more important factors in determining the outcome of a tank battle than the technical merits of the tanks themselves.
Definitely in beta; definitely going to be tweaked over the next few days.
- Bru
Re: Bru's Scenarios
The Sea Lord has waded ashore
We don't have many western front scenarios, so this one is very welcome.
We don't have many western front scenarios, so this one is very welcome.
Re: Bru's Scenarios
OOOOOOOHHHHH!!!!!!!bru888 wrote:I lied. Arracourt was next.bru888 wrote:Next on the drawing board (well, in the think tank at this point): The Second Battle of Jutland.
Arracourt was the largest tank battle involving U.S. forces on the Western Front until the Battle of the Bulge. It has been used as an example of how tactical situations and crew quality can be far more important factors in determining the outcome of a tank battle than the technical merits of the tanks themselves.
Definitely in beta; definitely going to be tweaked over the next few days.
Any DLC needed to play this one, mate?
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bru888
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Re: Bru's Scenarios
Like any other custom this-or-that for OOB, I believe all you need is to have purchased one DLC to play it. That's an interesting question, though. I am assuming that the units are available for any theater of the war once you buy a DLC. Heh, that is an interesting question. Well, whatever.ALP071 wrote:OOOOOOOHHHHH!!!!!!!bru888 wrote:I lied. Arracourt was next.bru888 wrote:Next on the drawing board (well, in the think tank at this point): The Second Battle of Jutland.
Arracourt was the largest tank battle involving U.S. forces on the Western Front until the Battle of the Bulge. It has been used as an example of how tactical situations and crew quality can be far more important factors in determining the outcome of a tank battle than the technical merits of the tanks themselves.
Definitely in beta; definitely going to be tweaked over the next few days.
Any DLC needed to play this one, mate?
- Bru
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bru888
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Re: Bru's Scenarios
Arracourt new version 1.1 uploaded:
- Added artillery for both sides (U.S.: M7 Priest, 155mm Long Tom / Germany: Hummel).
- Reduced StuG III's and added German BA-10 armored cars and Nashorn and Elefant tank destroyers.
- Changed secondary objective from destroying just StuG III to "self-propelled guns" (artillery and tank destroyers).
- Clarified some of the wording in the briefings.
- Added artillery for both sides (U.S.: M7 Priest, 155mm Long Tom / Germany: Hummel).
- Reduced StuG III's and added German BA-10 armored cars and Nashorn and Elefant tank destroyers.
- Changed secondary objective from destroying just StuG III to "self-propelled guns" (artillery and tank destroyers).
- Clarified some of the wording in the briefings.
- Bru
Re: Bru's Scenarios
Beute BA-10s? This one is even better!bru888 wrote:Arracourt new version 1.1 uploaded:
- To restore balance, added German BA-10 armored cars and Nashorn and Elefant tank destroyers.
BTW, download link, please. Will check the DLC-needed thing first hand.
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bru888
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Re: Bru's Scenarios
Links are always in the OP but I see the need to add them to update notice posts. Will do.
- Bru
Re: Bru's Scenarios
Works fine without any European DLCs installed, and with so much steel rolling around, looks awfully good, mate. Was about time for a good tank brawl; crave for Far East scenarios (plus alternate reality
), but unless someone decides to map the Saipan invasion, tank-on-tank is as much as you get...
BTW, briefings mention short-barrel Ronsons, but most (if not all) of the steel deployed is of Firefly stock, a better match for the Panzerwaffe. Unit mixup? Or you did it on purpose for the sake of balance?
BTW, briefings mention short-barrel Ronsons, but most (if not all) of the steel deployed is of Firefly stock, a better match for the Panzerwaffe. Unit mixup? Or you did it on purpose for the sake of balance?
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bru888
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Re: Bru's Scenarios
The 1.1 version got to be too hard because I ratcheted up the German artillery and tank destroyers but I am trying not to use resource points in this one. So, in 1.2, I compensated by dialing back the German unit experience from 5 to 4. I also introduced a commander, more to make use of the jeep than anything else, but I did select a guy who is good with artillery so maybe keep him close to the Long Toms. Also, don't forget the improvised armor feature on the Sherman tanks. Anyway, see how this is now, if you want.
Arracourt new version 1.2 uploaded:
- Added a U.S. commander, Major General John S. Wood.
- Reduced experience level of all German units from 5 to 4.
Arracourt new version 1.2 uploaded:
- Added a U.S. commander, Major General John S. Wood.
- Reduced experience level of all German units from 5 to 4.
- Bru
Arracourt turn 1-10
Great production as always. I love those in-game briefings.
I should hire you to spruce up my own creations
Any reason you don't use a map markers for Arracourt and the various other towns in the turn overview?
Any reason you don't use core units for the US?
This means the player can't repurchase any lost units (if there were resources available...).
I also find the the available command points after losing units is a good indicator of how your troops are holding up.
Any plans to add historical unit names? I think this would add to the immersion.
'Take control of 20 secondary victory points'.
Each silver-flag town counts as one victory point?
Maybe add a objective linked to losing the commander J.S Wood?
There's a cross-road on the river NE of Arracourt (the village). This means that the bridge does not work.
No income resources, what is the rationale behind this decision?
It means that the player will of course act more carefully than Patton would have approved.
Also low-strength units become almost useless and no-core units can't be disbanded (to get some resources back).
No infantry? I think that is a bit odd. I would rather swap some tank units on both sides with various infantry.
The opening German turn created a bit of US apprehension, where would the Germans strike? Well, just about everywhere.
The US had moved the recon units and light tanks out in most every direction to get early warnings of German moves. This of course left the forward units vulnerable to attacks. Several Shermans were kept in reserve in the center.
The Shermans got off to a late start, but I think adding the armor mods were a good decision. Especially since there is no way to repair units during the game.
The forward moving recon units and light tanks bore the brunt of the first German attacks before they headed back to the main US (river) defense lines.
The Elefant is almost invincible. Maybe the US should get a couple of Pershings to compensate?
I doubt the Elefant was available in relatively large numbers anyway (without having researched it...).
I only played the first 10 turns. Then the game crashed on me for the third time.
(Nothing wrong with the scenario, I have had crashes with a lot of different scenarios. I think the Unity version is bugged),
Lots of nice combat situations, but the lack of repair left me with the feeling that the scenario is not quite finished. Repair is an important part of this game.
I should hire you to spruce up my own creations
Any reason you don't use a map markers for Arracourt and the various other towns in the turn overview?
Any reason you don't use core units for the US?
This means the player can't repurchase any lost units (if there were resources available...).
I also find the the available command points after losing units is a good indicator of how your troops are holding up.
Any plans to add historical unit names? I think this would add to the immersion.
'Take control of 20 secondary victory points'.
Each silver-flag town counts as one victory point?
Maybe add a objective linked to losing the commander J.S Wood?
There's a cross-road on the river NE of Arracourt (the village). This means that the bridge does not work.
No income resources, what is the rationale behind this decision?
It means that the player will of course act more carefully than Patton would have approved.
Also low-strength units become almost useless and no-core units can't be disbanded (to get some resources back).
No infantry? I think that is a bit odd. I would rather swap some tank units on both sides with various infantry.
The opening German turn created a bit of US apprehension, where would the Germans strike? Well, just about everywhere.
The US had moved the recon units and light tanks out in most every direction to get early warnings of German moves. This of course left the forward units vulnerable to attacks. Several Shermans were kept in reserve in the center.
The Shermans got off to a late start, but I think adding the armor mods were a good decision. Especially since there is no way to repair units during the game.
The forward moving recon units and light tanks bore the brunt of the first German attacks before they headed back to the main US (river) defense lines.
The Elefant is almost invincible. Maybe the US should get a couple of Pershings to compensate?
I doubt the Elefant was available in relatively large numbers anyway (without having researched it...).
I only played the first 10 turns. Then the game crashed on me for the third time.
(Nothing wrong with the scenario, I have had crashes with a lot of different scenarios. I think the Unity version is bugged),
Lots of nice combat situations, but the lack of repair left me with the feeling that the scenario is not quite finished. Repair is an important part of this game.
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bru888
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Re: Bru's Scenarios
Thanks for the feedback, Erik. Heh, with this one, I tried to go low-ball to appeal more to the masses! But in retrospect I feel much the same about it as you do, particularly your last two sentences. Eh, it's not like me to go low-ball in these things. Look for a new version soon along with responses to your suggestions.
The answer to "Any reason you don't use a map markers for Arracourt and the various other towns in the turn overview?" is this:
http://www.slitherine.com/forum/viewtop ... 86#p706586
The answer to "Any reason you don't use a map markers for Arracourt and the various other towns in the turn overview?" is this:
http://www.slitherine.com/forum/viewtop ... 86#p706586
- Bru
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bru888
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Re: Bru's Scenarios
I'm working on a re-write, as you know. One of the things that I am addressing was this question of yours and kondi's in another thread. Good point; it was my oversight in that most of the Sherman tanks at Arracourt were short-barreled 75's, not the 76's that I used exclusively in the scenario so far. I am going to fix this and re-balance things. I answered in more detail here: http://www.slitherine.com/forum/viewtop ... 67#p709167ALP071 wrote:BTW, briefings mention short-barrel Ronsons, but most (if not all) of the steel deployed is of Firefly stock, a better match for the Panzerwaffe. Unit mixup? Or you did it on purpose for the sake of balance?
- Bru
Re: Bru's Scenarios
So, 1.2 is not the final version, right? If so, will wait, as I don't want to spoil a good fight by knowing beforehand what's coming...
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bru888
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Re: Bru's Scenarios
No, you might as well wait a bit. This is the point that I reach sometimes when rewriting scenarios; I always wondered why a, say, somebody's program version 1.56 would jump to 2.0 instead of 1.57 or 1.6. My rule of thumb is if I make wholesale changes to the scenario so that it plays very much differently, that's when I go from a 1.2 to a 2.0. That will be the case soon. For example:ALP071 wrote:So, 1.2 is not the final version, right? If so, will wait, as I don't want to spoil a good fight by knowing beforehand what's coming...
After some research, here is the Order of Battle that I will use in the rewrite of Arracourt (upcoming version 2.0):
United States
84th Fighter Wing
365th/405th Fighter Groups, each with three squadrons (386th/387th/388th / 509th/510th/511th), each with:
1 P-47D Thunderbolt (6 total)
4th Armored Division
35th/37th Tank Battalions, each with three companies (A/B/C), each with:
3 Sherman M4A2 (18 total)
1 Sherman M4A3 76(W) (6 total)
1 Sherman M4A3E2 Jumbo (6 total)
1 M5A1 Stuart (6 total)
10th/53rd Armored Infantry Battalions, each with three companies (A/B/C), each with:
1 Heavy Infantry '44 (6 total)
1 M3A1 Halftrack (transport)
704th Tank Destroyer Battalion with three companies (A/B/C), each with:
2 M18 Hellcat (6 total)
66th/94th Armored Artillery Battalions, each with:
3 M7 Priest (6 total)
191st Field Artillery Battalion with:
3 155MM M1 Long Tom (3 total)
3 Studebaker Truck (transport)
2nd Cavalry Reconnaissance Squadron with:
6 M20 Scout Car (6 total)
Willys MB .50 Cal (1 total)
Major General John S. Wood (assigned)
Germany
5th Panzer Army
11th Panzer Division with six battalions (I/II/III/IV/V/VI), each with:
1 PzKw V Panther G (6 total)
1 PzKw IV H (6 total)
1 StuG III G (6 total)
1 Nashorn (6 total)
1 Hummel (6 total)
1 SdKfz 7/1 (6 total)
25th Panzergrenadier Division with six battalions (I/II/III/IV/V/VI), each with:
1 Heavy Infantry '44 (6 total)
1 SdKfz 251 (transport)
111th/113th Panzer Brigades, each with three battalions (I/II/III), each with:
1 PzKw V Panther G (6 total)
1 PzKw IV H (6 total)
1 StuG III G (6 total)
614th Flak Battalion with:
3 88MM Flak 37 AT (3 total)
3 SdKfz 7 (transport)
SdKfz 222 (1 total)
Gen. Hasso von Manteuffel (assigned)
--------------------------------------------
Some notes:
- It's not exactly accurate, of course, although the structures and units are fairly historical. For one thing, there must have been over 500 tanks and guns involved in the Battle of Arracourt.
- One is a division and the other is an army. I have read that the division was strong while the army was understrength. I tried to make them comparable in numbers of units.
- However, the Germans will again have an advantage in the strengths of their armored units. This is what I am trying to get at and adjust for so the Americans have a chance.
- Bru
Re: Bru's Scenarios
Mate, I'm a little mixed up with all this versions thing. Can you please update me, so I can have all of your latest creations?
Thanks in advance.
Thanks in advance.
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bru888
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Re: Bru's Scenarios
Sorry, but that is the nature of beta in these things. My first few scenarios, I tried to put out there as finished productions; therefore, no version numbers were necessary.
But what I have found over my last several scenarios is if I put them out there in beta and invite comments, they end up much better thanks to you guys. Now I feel the need to number my versions so that you can look at yours and say, "Hey, that's not the latest one. Let's see what Bru's done now with this! I can't wait!" (Yeah, right.
)
That's the only reasoning for it. Just so you know, I do NOT intend to offer old versions of any of my scenarios, nor do I even keep them. When I make improvements, I don't intend the inferior or faulty versions to be played anymore. The latest one is the only one and is the one available in the Custom Scenarios thread.
So, to answer your question: I have gotten up to version 1.2 of Arracourt which is still up there now. It does NOT include the new OOB that you see above, nor does it include resource points to be used for making repairs which all of us agree makes the game more enjoyable, nor does it include a few other things that I am thinking about doing. Version 2.0 should be out soon (I need to clear the decks to have time to help beta-test Sandstorm if they will have me).
But what I have found over my last several scenarios is if I put them out there in beta and invite comments, they end up much better thanks to you guys. Now I feel the need to number my versions so that you can look at yours and say, "Hey, that's not the latest one. Let's see what Bru's done now with this! I can't wait!" (Yeah, right.
That's the only reasoning for it. Just so you know, I do NOT intend to offer old versions of any of my scenarios, nor do I even keep them. When I make improvements, I don't intend the inferior or faulty versions to be played anymore. The latest one is the only one and is the one available in the Custom Scenarios thread.
So, to answer your question: I have gotten up to version 1.2 of Arracourt which is still up there now. It does NOT include the new OOB that you see above, nor does it include resource points to be used for making repairs which all of us agree makes the game more enjoyable, nor does it include a few other things that I am thinking about doing. Version 2.0 should be out soon (I need to clear the decks to have time to help beta-test Sandstorm if they will have me).
- Bru
Re: Bru's Scenarios
Roger. Will wait for A 2.0 then.
