8 Rangers Co Mini-Campaign
- This camp. was brutal on lvl4 difficulty. I've switched back to middle after the second scen.
- Except scen 04, all is winnable on middle difficulty, but it's still hard. Most of the suggestions are meant to make this camp. enjoyable for casual players. If you don't want that, you can keep it as is.
Mod:
- I think you could increase the foxholes' attack & defense stats a bit (+1, or even +2 maybe). They're still useless against '50 infantry in the open.
- I may have overpowered the "Mortar" inf. units. They seem too effective and well armoured when used
against me 
. Maybe you should not give them to the enemy...
scen01
- I would suggest a bit more income (or some 50-80RP starting cash) and 2 more turns
scen02
- I would need 3 more landCP to deploy all my forces (didn't buy anything new myself)
- The SouthKoreans could also need some starting RPs (50 or so)
- You mentioned that the SK units "may take off on" me, but actually all of them fought valiantly till death. They should have been rather commended IMO.
- The eastern enemy arty force is a bit strong IMO. It's generally okay, as I only have to hold two VPs at the end, but still. No way my units could withstand that much bombardment from seven or so arty units.
- overall: excellent defensive scen. It really felt like fighting for survival.

- Screenshot 318.jpg (993.41 KiB) Viewed 2085 times
scen03
- you should add some starting RPs. Its a given that the player's force will be heavily damaged. Although I have to admit that in the previous scen, I've
underestimated the eastern enemy fighting strength quite a bit and even made the error to go to a small "offensive" that cost me quite some RPs...
- Still, I mean, maybe I want to add transports to my heavy inf. or something like that.
- As you have not disabled unit purchase, some arty or even an armoured unit could be very useful in my core. I know it's not intended like this and probably highly "unhistorical", but this is a game and as a player, I want to enjoy it anyway I like.
- you should definitely add 3-5 turns and more income here. I have to attack every turn or I won't make it in time. That's costly as hell. And you know how f*ing expensive those Ranger units are...
scen04
- super brutal; after restarting the scen three times (on middle difficulty!): This scen is highly unbalanced IMO. Please revisit and rework.
- I don't give this suggestion often or lightly, but here I think you should play this one yourself to see if it's really like you want it to be. It's super hard to even defend, and you expect me to counter-attack? I was lucky to not lose my last VP in 15 turns and no chance of retaking the other VP. Managed a win on turn 22 by #overtime
- Suggestion: remove the enemy Mortar units and remove at least a 1/3 of the enemy infanty units. I'm not kidding: a third. Or give me tons of arty, please.
- The sec. obj. was rather useless; like I would even deploy those fragile recons in this scen...
- on the bright side, both the win
and fail prim.obj. triggers are working alright...
scen05
- you should split the enemy supply more around the N, NE and E map edges. The one huge supply hub was quickly taken in the middle of the enemy attack. Everything's over for them then.
- the two enemy arty pieces seemed a bit lost up there; I think you should assign them to one of the NE attacking teams
- nice defensive scen otherwise (I reloaded and played without capturing the supply hub)
Thanks, Erik!
PS: I have a strange feeling about this...I'm pretty sure I've played this campaign before. Please don't tell me that it was me who gave you some suggestions to make this campaign harder??? If I did - I overdid it...
