US 3d ID Beta Round 2

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conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Catch-up.
I haven't gotten much feedback on this forum yet but I know several are playing through. So, just to update, please replace the 3 SanF scenario folder with the one in this link:

http://www.mediafire.com/file/cmujrgoqd ... F.zip/file

Also,
As you play, please feed back on this forum the following for each scenario:
  • Was it fun? Was it unremarkable? Boring? just give me your top-line assessment
  • How many RPs for 7th, 15th, and 30th did you have at start of scenario, and how many at end?
  • Were there any gameplay errors? (e.g., no credit for objective, ended before specified turn count, bad supply, etc.)
  • What does the scenario need for improvement?
So if you could play with those items in mind, and update us/me on how it's going periodically, I'd appreciate it.

Thanks for carrying on despite some errors on my part.

conboy
Mascarenhas
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Re: US 3d ID Beta Round 2

Post by Mascarenhas »

San Fratello and Brolo

This scenario ended automatically by turn 39, with a simple victory. I had a crash at turn 38, and the movements of the units were slowed just after my first one reached the first exit point. As stated by the objective roster, I was lead to believe that I still had plenty of time to accomplish all tasks, which did not occur. I think you should revise this.

As for the supplies, I ended up with some 50 resources left for each faction, quite enough to keep the units operational.

Landings and other tactical instructions worked fine.

I'd suggest reviewing the upgrade tree for inf transports and armor. By this time I guess standard gear was Sherman tanks and hvy inf with half-tracks.
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Mascarenhas,
Thanks for updating!

Unfortunately, the M3A1 wasn't available until October 1943 (1/10/1943) according to the units.csv file.

I think I need to make it clear that you have to exit the 4 units BEFORE you take the last objective. The scenario is set for 42 turns and the primary objectives are set for <43 turns. So it ends when they are achieved.

Is that maybe what happened to you? You took the last objective before you exited the units? If so, the scenario would end immediately and not give you a chance to exit the units.

I'll make that clear in the objectives - exit the units before you take the last objective. Thanks for the heads-up.

Mascarenhas,
Did you think this scenario was too easy? i'm concerned there's not enough "drama" regarding the Bernard force landings.

conboy
Mascarenhas
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Re: US 3d ID Beta Round 2

Post by Mascarenhas »

Wee, I think you should clarify this instruction. I started to exit my units but thought that I could move on to the secondary goals, at the same time I comleted Bernard's second landing objective.
Mascarenhas
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Re: US 3d ID Beta Round 2

Post by Mascarenhas »

About armor units, I'm not mentioning the M3A1 (Stuart) which is a light tank. I'm talking about replacing M3 Lee medium tanks, retired from operations by late 1941 for M4 Sherman, which started in the field by the beginning of 1942 in the African Campaign.
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Ok. Sorry I thought we were talking about the M3A1 halftrack. You are corrwct about the Lee vs Sherman, and I will address.

Thanks!

conboy
GabeKnight
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Re: US 3d ID Beta Round 2

Post by GabeKnight »

Besides the whole "3 SanF" scen obviously not working right, there aren't many issues left to report (and those are mostly just cosmetic, wrong hex markers and such). I was collecting the feedback and wanted to do multiple scens at once, but I can post in small batches, if you prefer it that way?

I'm playing at level4 (with my mod), and the difficulty seems higher than your usual scens, to be honest, but every scen (besides the above mentioned) worked fine, turn-limit and RP-wise. And with the SanF scen I wasn't sure if it was my fault for changing some terrain-settings in my mod or really just a tough scen to beat.
Now I know there was something missing in the scen...I'll replay it.

I'm ALWAYS repairing ALL my core units (even the halftracks) with elite-repair and I'm having (more than) enough RP in my bank. Not too much, but enough backup for me to make some stupid, costly errors on the way (about 200-300RP for red/blue and 600RP main).
I found elite-repairing to be a good balancing-instrument for me (so to say) to be able to judge the difficultly level of custom scens.

I've encountered strong enemy atry, with good AA backup so far, no unfair or frustrating situations (except 3 SanF... :wink: ). I very much liked the small "4 NewM" scen and am playing "5 Sale" right now which is a bit lenghty, with all that difficuly terrain. My units have to move in a column on the roads to make any progress, it's a bit tedious, but I'm only in the middle of it.

And FYI, although I try to stick with your "gameplan" most of the time (I mean the units taking their supposed routes, deployment according to the divisions, etc), I hope you don't mind me doing some "shenanigans"(as Bruce likes to call them) on the way. For example: I did not "decommission"/disband my arty for the Priest or my beloved heavy AA/AT switch pieces, but I continued to deploy them instead of some infantry. Same with my M3 tank. No way I'm disbanding it!!! :mrgreen:
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Gabe,
You can report your results any way you like, I'm happy to get your feedback.

The route markers and whatnot are to 1) show how the battle actually went in real life and 2) If an inexperienced player follows those routes he's on the path to victory.

Of course you may play it any way you like. I won't turn you in if you do otherwise!

If your turn in your M3 you will free up enough CPs to get a Sherman with some experience stars. It's in your reserve box. But it's your game, bro, so play it how you like. I like to hear that it plays well!

But I hope you are enjoying it. If you see any more bad hex callouts, please make a note of them.

Sorry about the 3 SanF scen. :oops: !Bad! ju-ju. It's a very long one, too.

Thanks again for playing and letting me know how it's going.

conboy
Mascarenhas
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Re: US 3d ID Beta Round 2

Post by Mascarenhas »

Messina

Over, just in time. I had to isolate a brit unit in order to hinge its advance on the town and it shot me!
GabeKnight
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Re: US 3d ID Beta Round 2

Post by GabeKnight »

Mascarenhas wrote: Tue Jul 21, 2020 6:48 pm Over, just in time. I had to isolate a brit unit in order to hinge its advance on the town and it shot me!
Seriously? I was wondering if the Brits would even be able to reach one of the VPs within the turn limit - and they couldn't in my playthough, even when I was not interfering and helping them damage enemy units...

Conboy,
the revised "3 SanF" works like a charm and now the whole scen makes finally some sense. :D
I'm playing at level 4 and the turn limit was just about perfect for that. I'm wondering if it may be a bit "tight" for casual players. This was one of the best scens so far, not stop action. The only thing that bothered me was all the difficult terrain everywhere. Too much IMO. It makes the advance slow down, my unit are queueing and it takes too long for the enemy units to die.
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Mascarenhas,
Thanks for the report! I messed with that Messina scenario till I lost my mind. Glad you made it through. Please keep awn keepen awn. I hope that you are reporting errors and glitches and whatnot as you find them. Not just the toadal screwups like the Bernard Landing Force not launching until the whole division was beyond the landing space. Thanks again!

Gabe,
Thanks for your comment but Mascarenhas may have hit on the hot-rod Brits -- sometimes I had a hard time without getting in their way. There can be a lot of variation in that scenario re: Brit speed of advance. Thanks for comments on the 3 SanF scenario. I think that most casual players will play on Level 3 -- that's what it's designed for. If you want grief and strife in your gameplay time, play on Level 4 or higher. Your comments confirm that I have that one about right. Thanks again, sorry for the screwup on 3 SanF but it looks like it might be going okay from there.

Everybody else:
Don't be shy please -- your opinions and playnotes are vital to making this a decent scenario for everybody. There are a lot of players that I haven't heard from, so pipe-up, bitte schoen! I need your comments, so start reporting!

conboy
Duglor
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Re: US 3d ID Beta Round 2

Post by Duglor »

Forgive me for going so slow. Still on first scenario...but doing well. I should be on the 2nd by tmorrow! Everything working fine!

Doug
-Call me Douglas or Doug :)
GabeKnight
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Re: US 3d ID Beta Round 2

Post by GabeKnight »

So here's the first batch:

I like the very comprehensive campaign map. Maybe I'm just a sucker for maps, not sure - but I love to know where I am.

I've noticed how much work you put into the historic details and I've at least deployed the forces as indicated, but after that, sorry to say but I just went with the flow of the game and objectives and didn't care which division takes which route.
Of course I follow the orders inside the objectives, as well as the popups, but I'm the seventh scen and still can't remember which faction belongs to which regiment... :oops:

Overall it plays good. Some scens are a bit lengthy (due to much difficult terrain and or just large map layouts), but they never feel unfair or too unbalanced.
Difficulty-wise rather on the tough side, I'd say, especially compared to your previous works IMO.

0 OoB
cool!

1 Casa
- where is Casablanca??? ;) Name the hex please.
- "secure southwest" obj. marker points to wrong hex -> I guess it should've been "Tit Mellil"?
- sec. obj. "destroy coastal guns" doesn't work if you finish it on turn 6, only turn 5
- suggest to remove the obj. marker of the coastal guns. And BTW they point to two out of three wrong hexes anyway, and the third hex is wrong as there are only two guns...so it's hard to say if 66% of them are wrong or just 50% or maybe even over 100% as one hex is completely superfluous... :lol: And why do I need to occupy/own the hexes? One is inside a river hex, that means one lost turn fort that unit. I'd suggest to change the trigger to account only for the destroyed guns and not hex ownership.


2 Lica
- phase one markers are wrong, as one points to the "Mara River" and is not needed for the objective
- never make a "Construction Group" unit a CORE unit: (1) I can choose to use them in another scen and (2) more importantly I end up
with an CORE airstrip for the rest of the campaign in my force pool that I can't deploy...And BTW this was mentioned by both Colonel and Erik in the previous posts!
- special event: "Core-lone" surrenders ;) :lol:

3 SanF

- nothing to add to the previous post about this scen, since you've corrected it

4 NewM

- Do not shoot the Brits? Oh, understand now. Cool little scen.
- Defeat pic missing

5 Sale

- I'd suggest to add some decorations to the open terrain
- some roads (in the southern landing zone) are put on water/coast hexes and they look "underwater"
- I already have 9ACP from scen start, then you add another 9ACP at turn 5. I think that's not intended.
- finished on turn 19

6 Volt

- FYI: My RP balance at scen start (and after repair&upgrade): red: 376 (255) RP, blue: 236 (236) RP, core: 1445 (1090) RP

- prim.obj. "secure all VP on route" has hex marker not pointing to "Pontelatone". And that town is already included in the Phase1 objectives. I guess one of those is wrong?
- sec. obj. town "Villa" is not included in any hex markers (Statigliano?)
- assign the German supply onto the cities and not somewhere "in the middle". If you need some extra supply, e.g. for the 36th's spawn, there's a change hex supply output trigger for that.
- top-right corner: don't put deploy and undeploy hexes on the same spot!!!
- don't know if it's intentional, but many of your airfields have no airsupply, allowing no air deployment
- again too much difficult terrain IMO, allowing only minimal maneuvering and "traffic jams" on the roads.
- the "36th attack" popup title is too long, maybe drop the "div"
- you have four sec. VPs on the map instead of three
- why do I need like 8 recon planes? Two should be enough, maybe three.
- finished every objective exactly on the last possible turn. This whole scen felt more like Blitzkrieg... :mrgreen:

7 Barb

- do I see some chinese wall near "Mt. La Difesa"? :shock:

conboy wrote: Tue Jul 21, 2020 11:46 pm Thanks for comments on the 3 SanF scenario. I think that most casual players will play on Level 3 -- that's what it's designed for. If you want grief and strife in your gameplay time, play on Level 4 or higher. Your comments confirm that I have that one about right.
I did not write that I play on level4 difficulty to boast or something, it's just that I found it to be a good instrument (together with elite repairing) to judge difficulty compared to the casual players of this game. Maybe I'm wrong and a worse player than I think, but from all the replays and forum comments I keep reading, I think that my assessment should be about right (compared to the difficulty in stock campaigns/DLCs).
I'm just telling you this for your information; it's your work and you can keep the turn limits/difficulty as tight as you wish. :D

Summary: it's fun and I'll keep playing and reporting. 8) :D
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Gabe,
These are excellent comments, both your details and opinions.

Thanks for taking the time to play and report. Looking forward to your next review!

Btw, you finally clued me in as to how to get rid of the airstrip - take the construction group out of core! Thanks!

conboy
GabeKnight
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Re: US 3d ID Beta Round 2

Post by GabeKnight »

conboy wrote: Thu Jul 23, 2020 10:27 am Thanks for taking the time to play and report. Looking forward to your next review!
And please don't thank me for the time to play this awesome campaign. That's time I have you to thank for! :wink: 8) :D
Mascarenhas
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Re: US 3d ID Beta Round 2

Post by Mascarenhas »

Volturno

I feel that more attention should be dedicated to the german combat units present in the scenario. AFAIK, those were parts of the 3 PzGr Div. About recon aircraft, to me is weird having hydroplanes instead of regular planes ( are there Pipers in stock? ); or, at least a brit plane unit would sound a bit more credible). This one was, historically, the soft part for 3d ID in Italy, so, it's ok to play as is in terms of difficulty.
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Mascarenhas,
Only the Kingfisher and the Catalina are available for Recon.
I copy all your points -- Thanks very much for the review!
keep awn keepen awwwn...

conboy
Mascarenhas
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Re: US 3d ID Beta Round 2

Post by Mascarenhas »

So, American recon panes should be included in the list of wanted models, don't you think? I saw somewhere else that, by this time, Lightnings were widely used as recon and photo, and Thunderbolts for ground attack; maybe you should consider a change.
Duglor
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Re: US 3d ID Beta Round 2

Post by Duglor »

GabeKnight wrote: Thu Jul 23, 2020 9:54 am So here's the first batch:

I like the very comprehensive campaign map. Maybe I'm just a sucker for maps, not sure - but I love to know where I am.

I've noticed how much work you put into the historic details and I've at least deployed the forces as indicated, but after that, sorry to say but I just went with the flow of the game and objectives and didn't care which division takes which route.
Of course I follow the orders inside the objectives, as well as the popups, but I'm the seventh scen and still can't remember which faction belongs to which regiment... :oops:

Overall it plays good. Some scens are a bit lengthy (due to much difficult terrain and or just large map layouts), but they never feel unfair or too unbalanced.
Difficulty-wise rather on the tough side, I'd say, especially compared to your previous works IMO.

0 OoB
cool!

1 Casa
- where is Casablanca??? ;) Name the hex please.
- "secure southwest" obj. marker points to wrong hex -> I guess it should've been "Tit Mellil"?
- sec. obj. "destroy coastal guns" doesn't work if you finish it on turn 6, only turn 5
- suggest to remove the obj. marker of the coastal guns. And BTW they point to two out of three wrong hexes anyway, and the third hex is wrong as there are only two guns...so it's hard to say if 66% of them are wrong or just 50% or maybe even over 100% as one hex is completely superfluous... :lol: And why do I need to occupy/own the hexes? One is inside a river hex, that means one lost turn fort that unit. I'd suggest to change the trigger to account only for the destroyed guns and not hex ownership.


2 Lica
- phase one markers are wrong, as one points to the "Mara River" and is not needed for the objective
- never make a "Construction Group" unit a CORE unit: (1) I can choose to use them in another scen and (2) more importantly I end up
with an CORE airstrip for the rest of the campaign in my force pool that I can't deploy...And BTW this was mentioned by both Colonel and Erik in the previous posts!
- special event: "Core-lone" surrenders ;) :lol:

3 SanF

- nothing to add to the previous post about this scen, since you've corrected it

4 NewM

- Do not shoot the Brits? Oh, understand now. Cool little scen.
- Defeat pic missing

5 Sale

- I'd suggest to add some decorations to the open terrain
- some roads (in the southern landing zone) are put on water/coast hexes and they look "underwater"
- I already have 9ACP from scen start, then you add another 9ACP at turn 5. I think that's not intended.
- finished on turn 19

6 Volt

- FYI: My RP balance at scen start (and after repair&upgrade): red: 376 (255) RP, blue: 236 (236) RP, core: 1445 (1090) RP

- prim.obj. "secure all VP on route" has hex marker not pointing to "Pontelatone". And that town is already included in the Phase1 objectives. I guess one of those is wrong?
- sec. obj. town "Villa" is not included in any hex markers (Statigliano?)
- assign the German supply onto the cities and not somewhere "in the middle". If you need some extra supply, e.g. for the 36th's spawn, there's a change hex supply output trigger for that.
- top-right corner: don't put deploy and undeploy hexes on the same spot!!!
- don't know if it's intentional, but many of your airfields have no airsupply, allowing no air deployment
- again too much difficult terrain IMO, allowing only minimal maneuvering and "traffic jams" on the roads.
- the "36th attack" popup title is too long, maybe drop the "div"
- you have four sec. VPs on the map instead of three
- why do I need like 8 recon planes? Two should be enough, maybe three.
- finished every objective exactly on the last possible turn. This whole scen felt more like Blitzkrieg... :mrgreen:

7 Barb

- do I see some chinese wall near "Mt. La Difesa"? :shock:

conboy wrote: Tue Jul 21, 2020 11:46 pm Thanks for comments on the 3 SanF scenario. I think that most casual players will play on Level 3 -- that's what it's designed for. If you want grief and strife in your gameplay time, play on Level 4 or higher. Your comments confirm that I have that one about right.
I did not write that I play on level4 difficulty to boast or something, it's just that I found it to be a good instrument (together with elite repairing) to judge difficulty compared to the casual players of this game. Maybe I'm wrong and a worse player than I think, but from all the replays and forum comments I keep reading, I think that my assessment should be about right (compared to the difficulty in stock campaigns/DLCs).
I'm just telling you this for your information; it's your work and you can keep the turn limits/difficulty as tight as you wish. :D

Summary: it's fun and I'll keep playing and reporting. 8) :D


Everything, including the smallest things I noticed have been reported here by Gabe. I'm on scenario 4. I'll let you know if I find anything that others have not. Great fun and great idea for a campaign!

-Douglas
-Call me Douglas or Doug :)
conboy
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Re: US 3d ID Beta Round 2

Post by conboy »

Mascarenhas
Lightnings were widely used as recon and photo
We already have P-38 Lightnings aloft. They require refueling, though. I will ask Shards to include Pipers in the US Recon Roster.

Thanks!

conboy
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