Semper Fi - campaign beta test

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ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

Then, second choice at the crossroad: 03Gavutu then 05Tanambogo... here as well I haven't seen any Banzai unit nor Banzai attack (I think it's rather easy to notice, as they don't shoot with bayonets and katanas :wink: ).

Erik, I'll let you figure out which unit to replace by its Banzai equivalent and where (it should for sure concern several scenarios). Meanwhile I'll carry on my tests with the version at my disposal (i.e. without Banzai units).
*******
03Gavutu: 8)

Great scenario, but I think there are several things to adapt here and there (like about CPs)... 'can be challenging timewise, but that's fine (of course!)...

Anyway, first things first:

-> In this scenario, as it's about "Marine Airborne units", :idea: I suggest to "offer" a core unit to the player: a paratrooper unit, a core US Airborne '42"!
Maybe with the historical name (mentioned within scen descr) "1st Marine Parachute" (Battalion), or something... :wink:
:arrow: Like this, the core roster continues to be built up sticking relatively close to History... But then, things have to be balanced. Therefore, now I suggest for 02Tulagi1 (where it's historically about "Marine Raiders") to "offer" not only one but two units to the player: 2 core units of "Marine Raiders"! :D
(Balanced? Yeah, look:
1 Airborne ('42) = 100 RPs & 4 LCPs;
1 Marine Raider (but not the '43 version, of course! :lol: ) = 50 RPs & 2 LCPs
=> 2 Marine Raiders "=" 1 Airborne unit in terms of RPs and LCPs... so, that's indeed balanced!
:wink: )
So, like this, the player can make either choice at the crossroad, then he (or she) will receive just directly after one or two new core units (the same concept has been applied within the great Winter Wars campaigns). 8)

-> :idea: Of course, briefing to add... here as well a cool and immersive one would definitely be welcome... here, as I see it, this briefing should be in several parts, while moving the cam/focus using first infos of the scen description (two "islands", but we'll focus on the first and battle for it), then few nice words about current objectives... :wink:

-> Speaking of objectives: As sec obj, capture "Hill 121" on Tanambogo?! :shock:
NO! :evil: ( :wink: ) No way, that's for the very next scenario!
(And this hill is supposed anyway to be very well defended and fortified...)
1. Now, to have a sec obj with this very same reward, 'could be replaced by this :idea: "sink at least one enemy submarine"? (There is only one, I know, but the player hasn't this info, in principle! :lol: )
2. And there is another "consequence" about the other sec obj: "Eliminate all enemy HMG units"... this scenario can be already a little challenging timewise (many Jap land reinforcements - but that's fine!), we shouldn't bother about Tanambogo now... the point is that one of the 4 HMG units is blocking the entrance way at Tanambogo! :wink: So, two options: a) Replace this unit with some regular infantry (so no longer any HMG here), or b) Change this obj into "Eliminate at least 3 enemy HMG units" (triggers included!)... That's your pick! :wink:

-> We've 9 ACPs to purchase some core planes... so far, so good... BUT:
1. To balance things, we've not any plane right now (core or not) in the two Tulagi scenarios...
2. The next scen of this (crossroad's) branch has 9 ACPs as well, but the following scenarios (at least the first ones) have no ACP at all... so we can't use these core planes during at least several scenarios...
:arrow: These two points lead me to suggest you to :idea: replace this by AUX planes!
9 ACPs = 3 planes, so what about a "classical" carrier formation of 1 Dauntless, 1 Avenger and 1 Wildcat? (so 2 bombers and 1 dogfighter)
Another element in favor of this is we've air exits without return :| (but we're warned and the scenario is relatively short timewise anyway, so it's perfectly fine!).
Immersively fine as well, as carrier group should have to move back to carrier at some point. :wink:

-> :idea: Some (re)deploy hexes should be added somewhere... after deployment phasis we could have still some LCPs unused & we may have some losses, i.e. units to redeploy, :roll: so...

-> Still about CPs, but now LCPs:
The scenario start with a +1035 RPs & 53 LCPs... 53 LCPs? :o
That's a lot compared to the start of the campaign and that may be too much if we compare it to the LCPs of the "Tulagi-branch", where it was 22 and 28 LCPs at start of scenario(s), so less than 30... :?
The next scen (05Tanambogo) has many LCPs as well, then (this time out of the crossroad branches) after two "shorter" scenarios (shorter in terms of RPs, but they do seem awesome and add really some variation to this campaign), at 08Ilu1 we're back to 31 LCPs at start... again around 30, more closer to the "Tulagi-branch" LCPs...
If we've much more LCPs now, we'll purchase many units... but won't be able to use them for a while anyway... :(
:arrow: To make the scenarios of this Gavutu/Tanambogo-branch more "adapted" to this campaign, I suggest :idea: to remove about 20 LCPs and to add more or less the equivalent in terms of auxiliary units (to prevent unbalancing all :roll: ), without forgetting to reduce accordingly the "+1035 RPs" from start (as we've less to purchase like this)! :D

-> :idea: Add an aux US DD near the last wave to help dealing with the enemy sub, especially if there is an obj about this enemy sub. :wink:
Anyway, like this our cruiser could focus more on supporting land troops on... land! :lol:

-> The income seems a little low to me within this scenario (once all RPs have been spent during deployment phasis)... :( a few more RPs/turn would be nice here (at least after the first half of the scen)! :idea:

-> Well, add the name at the northern islet flag: Gaomi! :wink:

-> An Japanese seaplane base is mentionned within the scenario description, which looks definitely interesting! :D
But... there is no "Seaplane Base" on the map right now!? :shock:
So, something to add! :idea: Perhaps with a new (sec) obj? :wink:

-> Very little details at scen descr: "[...] followed by [instead of "be"] B and C companies. [...]" & at the very end, add a point or something... :wink:
*******
05Tanambogo: 8)

I’ve achieved a Major Victory on the 21st turn out of 28, so this one isn’t challenging timewise as was the previous one. But this may change a little with the apparition of some real “Banzai” opponents! :D

Anyway, let’s debrief, shall we?

-> First, directly same considerations: :wink:
1. Reduce our starting LCPs (to around 20, yes, as we'll have reinf on t3 with some of our own core units :wink: ) AND replace the LCPs you'll remove by auxiliary units (we'll come back to it really soon!) ;
2. Add the name Gaomi on the 3rd islet (with a flag);
3. Add the “Seaplane Base” (either still Japanese or not, it depends);
4. Add some cool and immersive briefing (it doesn’t need to be too long, but it’s definitely better to have one);
5. Remove the 9 ACPs but give us 3 auxiliary planes (maybe the same trio?);
6. I still find the income to be a little low…

-> In the scen descry, one can read: “[…] This time the Marines had support of two light tanks which landed on Tanambogo with […]” :arrow: Perfect, so as auxiliary unit, give at least to the player some light tank! :idea:
(Besides, you’ve put the single Japanese AT-unit of this map near the landing area, so give the AI a chance to make the best use of it… thus enhancing as well the challenge for the player! :wink: )

(By the way, don't forget to put some auxiliary units both almost ready to land AND on land, on the Gavutu side as well!)

-> Pri obj description: Add the info that the player will have time to try completing sec obj! :idea:

-> Write down some names on this map, at the different flags! :wink:

-> :D Cool, a special event on t3… but… no title, no picture, no text:shock: probably about reinforcements (or, but less likely, about Gaomi?)… picture name “higgins” on the Editor… hem… definitely something to complete! :x ( :wink: )

And… for now I think it’s more or less all about these two scenarios…


Et voilà ! :D
ColonelY
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Semper Fi - campaign beta test

Post by ColonelY »

06Matanikau1: 8)

Really nice idea, building this scenario. :D

:!: But, I think its really too difficult to achieve it right now, and I've encountered an issue: whatever happened, the pri obj was always considered as achieved!? :shock:
***
About pri obj ALWAYS validated at the end: :?

Right now, I find this last point really mysterious... :evil: even without deploying nor moving anything, i.e. without making a single step to capture the two pri obj locations, if I let just turns pass until the end... this pri obj (to capture and hold them until end) is considered as completed! :shock:

I've taken a look at the triggers, all seems fine to me there. I tried to replace the classical Check VP Count by a double Check Hew Owner, same result. I've then make the 2nd "Imperial Japan" faction disappear (as with Japanese on both sides, maybe... :roll: ), keeping the Jap sniper unit as prisoner but put under the US flag (and adapted accordingly the test for completion of sec obj :wink: ), same result again. :? :( => Damn, why? :x I don't get this... :?:

Maybe it's only on my computer for some sort of (very strange) reason, I don't know... :?

:arrow: Could you check this Erik, and tell me then if you encounter the same issue? :?: So, don't deploy nor move anything (it's faster like this), just let the turns fly and see if the pri obj is considered as achieved or not...
***
About the difficulty:
Japanese side: 3 regular Inf + 2 Marines inf + 1 heavy + 2 snipers... vs...
US (yes, "us" :lol: ): 2 marines + 1 sniper (that can't be over-exposed, because it must survive to achieve the sec obj) + several scouts (able to distract the enemy, to endure some shots but can't return any) + 1 pt-boat (able to deal some decent damage to Japanese, but only at very short range)... + perhaps another pt-boat and some LVTs (really cool idea by the way! :D ), these LVT's being able to jump in/out of water and take shots... but it seems that they'll take almost always more damage than they do to these Japanese units (except against one already depleted enemy unit)...

And the enemy will converge towards the two pri obj flags... when one can land our 2 marines, it's directly or almost to face 4 Jap units (regular or marines)... outnumbered 2 to 1 with only a slight naval support, the AI will start by focusing one of our two marines, making a stand likely impossible. The first marine down or put back on transport ship being really depleted, the last one hasn't much more chance as it'll now be almost 4 vs 1...

Okay, two fresh marines from the roster may re-enter the map and move towards the beach... only to see now 6 enemy infantry units entrenchend at the pri obj flags. :| 6 vs 2!? Okay, with the help of some LVTs if the player is lucky, but still... :shock:

If anyone manages to get the upperhand in this particular situation, I would gladly take a look at some save file (or replays, or whatever it's called). :wink:

And if our prisoner/Jap sniper unit (perhaps already a little depleted) manages to sneak around the enemy... 1 enemy sniper is exactly ON the camp where to move, with the 2nd enemy sniper unit just nearby... impossible to move in nor to win a fight here... I think the single option here would be to push forward with the marines to deal with these enemy snipers on the way... but first it's a fight at 2 vs 4 for them and a little later at 2 vs 6 for them (plus enemy Jap snipers support of course!)... and pushing forward means loosing the small naval support available... :?

All this make me say: superb idea, but right now too difficult!
***
More "classical" elements:
-> No valid picture for reinf! :shock: (LVTs & pt boat)
-> A bridge is missing over the river! :wink: (along the road, of course)
-> Briefing, please! :wink:
-> :idea: An hex with flag and name "River XYZ" somewhere?
-> :idea: Maybe add 1 star of XP for the core LVTs that may spawn?
-> Little details about scen descr:
1. "...and maybe not" -> add a space just after the three dots;
2. Add some ponctuation at the end of "Don't count on it", like perhaps a "!";
3. "be X ready to surrender" -> a double space at the location of this X;
4. Add an empty line before last paragraph.
***

Et voilà ! :D
ColonelY
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Semper Fi - campaign beta test

Post by ColonelY »

Ah, and before I forget for good, in the previous scenario, the different MG-foxholes have right now no AI setup (they're on "idle")... well, the scenario is already pretty difficult without them, but I think it's better to either keep them but making them efficient or just remove them. Your pick! :wink:
*******
07Makin: 8)

Aha, another map from the Banzai campaign. :wink: Cool! :D

Another nice scenario, but this time too easy : Major Victory at the start of the 15th turn out of 30. And little issue with sec obj not validated at the end. :?

So, let's debrief, shall we? :D

-> Scen descr: some double spaces here "plans a X hit and run attack" & "awarded X posthumously". :wink:

-> Cool and immersive briefing, please! :)

-> Pri obj about "Radar Station" -> should remove one of the two "Red Arrows"... :?

-> Too easy, as already said. For example, troops of our western wing won't encounter any enemy for several turns... so, something to add in their way! :idea: As well as perhaps several (active) MG-foxholes here and there... :wink:

-> First possibility to buy a plane (played from a save after the Tulagi-branch; anyway, I've already suggested as well only auxiliary planes on the other branch, so to stay coherent...), but may be unable to purchase some because a little too short on RPs... => :idea: Increase the RPs at scenario start by let's say perhaps 100 RPs (here an US bomber costs 120 RPs so it won't be totally "free" anyway :wink: )

-> No valid picture for the event I haven't seen... :wink: ( :lol: )

-> For me, the sec objs "Kill the Military Police." (remove the point at the end of this obj txt, by the way - overall visual aspect... :wink: ) and "Destroy the Medical Jeep" haven't been validated... these are the first objs reachable from the East... A look in the triggers reveals that each and every time you test IF the two primary objectives are completed (which will shortly trigger the scenario end, by the way) AND THEN ONLY "Check Last Kill"... so, like this, any sec obj done BEFORE completion of the two pri obj won't be considered as achieved! :evil: ( :wink: ) Something to adapt, of course! :idea: I suggest simply to remove, each and every time, the fact of checking whether these pri obj are already completed or not!


-> One word about the cool event "Enemy air!"... it had not been activated for me simply because the sec obj about "Medical Jeep" hasn't been validated, for the reason explained above. And with another plane to purchase, then the suggestion of +100 RPs from start make fully sense as well. This, plus the +50 RPs that can be taken by completing of the the sec obj, it means no real issue for purchasing these two (first) core planes of the campaign! :wink:

-> The sniper at the complete west of the map, put on "local defense" make no sense... :? either bring it eastwards or, better, put it really on patrol. :wink:

And, I think it's more or less all about this scenario for now...


Et voilà ! :D
ColonelY
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Colonel - Ju 88A
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Re: Semper Fi - campaign beta test

Post by ColonelY »

07Makin (again): 8)

I've done another test. :D Before playing this scenario again, I've removed the test "achieved all pri obj" before validating each and every sec obj... I wanted to unlock the ace before continuing "as it should be done in principle later"... for better future feedbacks! :wink:

With this new test, I've discovered two other elements:

1. Pri obj: "Destroy the Construction Group" -> it's considered as achieved as soon as the hex itself is taken, even if the depleted Construction Group has retreated... :? thus being still not destroyed... Therefore, :idea: I recommand adding as well as "condition" a "Check Unit Count", "Construction Group" & "=0".

2. We need another ace as well within this scenario. The famous Anthony Hughes is unlocked by destroying the Medical Jeep and once the event "Enemy Air!" pops-up... two times unlocking the very same ace!? :shock: No way, unlock us this guy, that's perfect, but :idea: another as well! When, each of them? Your pick! :wink:
ColonelY
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Colonel - Ju 88A
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Re: Semper Fi - campaign beta test

Post by ColonelY »

08Ilu1 & 09Ilu2: 8)

Ahh, first Banzai attacks of the campaign, thanks to the presence of some Banzai Infantry on these maps. :D

On overall, with the means at disposal, I think these two scenarios are too difficult right now... :? so, let's dive in some more precise feedback, shall we?
*******
08Ilu1:

-> Once more, briefing, please! :evil: ( :wink: )
A nice and cool briefing (even short) is alway a good opportunity to enhance immersion, to add more flavor...

-> Many flags without names, so add some...

-> Scen descr:
1. "Battalion (2nd of the 1st)"... the "1st" what? Marines, Regiment, or something else? Precise this to gain in terms of "crystalclearness"...
2. A double space just before "reported";
3. A strange "\\" in the text...

The scen descr does mention some US 37mm AT-guns and many US MG-foxholes... but the Japs have more MG-fox than us and we don't see any 37mm AT on the map (except if the player bring some core in)... there is nothing we can do against the enemy DD, except taking damages and trying to replenish while fighting tough fights... so many supply output near the river may easily make our supply situation a little tricky... :arrow: Suggestions: :idea:
1. Increase the (secured) supply output at the US re-entry from 10 to 20
2. Add few more US MG-foxholes (like at flag locations and perhaps one in the north - a target for the DD too)
3. Put some US auxiliary units in the north-east, like perhaps 1 US Seabees, 1 art M1 75mm (a key unit in this scenario) and 1 AT(/AA) 37mm M1 (to stick closer to history, even if this units won't be of much use in this scenario - except to attract some shots from the DD)
4. Increase our (low) income from 3 to 5 RPs/turn...

By the way, in this scenario, Jap units do land as expected near the Sandbar (in one of the first scenario, many units have never landed... :roll: ), so that's fine.

:D Nice, we receive a core tank... :idea: But it would look better with an event, a pop-up, a nice picture, few cool and immersive words. :wink:

About the Jap heavy deployed in the top north, on turn 3; I suggest putting it two hexes eastwards... otherwise, this one is too likely to spawn like magically just in front of our units...

With these reinforcements of ours, I suggest finally adding some Japanese infantry around the 10 or 12th turn, to keep (the pressure and) the player in a defensive stance and prevent him going up in a full mobbing-up operation... :wink:
*******
09Ilu2: 8)

Nice counter-attack from the north-west, by the way! :D

-> Many, many LCPs (especially if chosen the actual Tulagi-branch :roll: - but it was to stay balanced anyway) but almost no extra RPs allowed to purchase new units... :idea: Perhaps add up to 600 or even 700 extra RPs from start. It's a lot, but we've a lot to purchase, including for our future reinforcements, so... 8)

-> Briefing, please!

-> A bridge is missing... :? and an important one as many of our units must cross the river!

-> Scen descr: Add one empty line before "It would be yet another fight [...]"
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

In this campaign, I think there are on overall many things to fix or adapt... As a consequence, once these modifications (of most of them at least) would have been done, it may be good to Beta-test all again for a finer approach, once the whole thing is well polished. :wink:
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

10Henderson: 8)

An awesome little scenario, with good immersive content! :D

Well, the scenario description would of course look better with empty lines between paragraphs :wink: , but we've more important matter to mention here.

All objective completed, but "Draw" as nothing was validated! :shock:

Damn, so I take a look at the triggers...

1. Pri obj => the "Check VP Count" must count the GREEN alliance (US allied AI) instead of the BLUE (our marines!)... we have to defend them, but they keep their flag, so...

2. Sec obj => under trigger "General ok", the "Set Objective State" must be put as "Completed" instead of the current "Open"
(Here you check if the Military Police unit is still alive... this General, is he finally inside his HQ with this unit or on his Jeep with the unit wearing his name!? :? )

That shall fix it!

Et voilà ! :D
ColonelY
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Re: Semper Fi - campaign beta test

Post by ColonelY »

11Matanikau2: 8)

An excellent scenario! :D

I think we may be a little short on RPs as we have several units to purchase and as we should upgrade most of our Marines into '42... :| but I wouldn't change that much right now. Well, maybe a little more income from start but that's all: we'll indeed see clearer, or better, about it, as mentionned before, in the next version (perhaps still beta version).

Let's debrief, shall we?

-> Briefing, please! :x
:!: Same thing within the previous scenario, by the way, even if I've forgotten to write it explicitely ( :roll: )...
In this campaign, on overall the scenario description are very complete, but they tell the History, they tell "how is was", "how the full real battle was", even before we play the scenario... but it may then be really nice, via the briefing, to summarize the most relevant info while making us discover the map and introducing "what to expect right now, where, etc.". :wink:

-> The very last bunker in the South-West :idea: should be put perhaps about two hexes north, following the forest... it would be easier to find on this big map and that shall help the player. :wink:

-> Info written at the pri obj "Capture all 5 objective", I quote: "Reinforcements will arrive on turn-20." :D Cool, but... nothing happens at turn-20!? :?
So, either add a little something at turn 20 or remove this sentence.

-> We've very too much deploy hexes at scenario start... :o

-> :idea: Some names could/should be added on this map... Like, perhaps, "Point Cruz" at the top NW golden star flag? :wink:

-> We've auxiliary scouts A & C Company on map... A and C? :? Where's B? :lol: :wink:

I've managed to get a Major Victory (despite difficulties finding the last bunker, the southern most one). I got the pop-up "Major Victory" but I see the two pri obj switching from validated (green check) to failed (red cross)... :shock: :evil:
Situation:
6 golden star flags in total, 5 for the "all 5 objectives" and 1 to be captured (but not kept! - well, at least you've written nothing about it right now) by marine raiders...
1. You should probably use "Check Hex Owner" condition instead of "Check VP Count", to be more precise...
Otherwise you can have all sort of surprizing things, like: contolling 4 golden flags near the coast and the one taken by Raiders (and somehow kept under control or re-captured later) means success in "all 5 coastal objectives", or (and that happened to me!) the Japs having one Primary VP (the one taken first by Raiders, the one that we don't need to keep under control later anyway), which means failing the "all 5 coastl objectives" (as you check right now Jap Primary VP ">0"), or etc.
2. Your trigger "Jap raider"... just why? You've never mentionned that this location has to be under control at the very end of the scenario...
So, either let this trigger as it is right now BUT add an info in the description of the pri obj "Capture objective using Marine Raiders" about this, or change the conditions from "Check Hex Owner" to "Check Objective State" (with the idea "if still open, then failed")... One way or another, this has to be adapted, or made "crystalclearer".

-> :idea: Perhaps add an info about the main pri obj "cap all 5 obj": the player will have time to complete the sec obj (i.e. to seek all bunkers)... and maybe validate this pri obj only at scenario end? To avoid triggering an early Victory and thus skipping the +50RPs and +1 spec pt as reward!

-> Speaking of which, right now you don't unlock the +50 RPs as under "Add Resources" it's still a value of 0... :cry: Another little thing to fix. :wink:

-> And finally a bunch of very little details within the scenario description:
1. "by a approximately a company of" -> perhaps a "a" too much?
2. "sand bar" -> on one of the previous maps (08Ilu1), we had a "Sandbar"... if it's the same thing, then the same spelling may be required as well...
3. "would land at Point Cruz atnd make their way inland" -> well, "and" here...
4. "was a weaker battlaion than normal." -> well, battalion, right?
5. "it's own problems X - instead of" -> double space where the X stands...
6. "The Raider Battlaion" -> as before...

And I think it's more or less all for now about this scenario.


Et voilà ! :D
ColonelY
Colonel - Ju 88A
Colonel - Ju 88A
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Re: Semper Fi - campaign beta test

Post by ColonelY »

And finally 13Austen: 8)

A cool scenario :D , this one again much more on the easy side.

It's one of these scenarios where you could :idea: add the module to prevent the player from deploying tanks or artillery...

I haven't found issue while playing and got a Major Victory. Thus, I haven't looked in the triggers, this time.

Bunch of very little details related to scenario description:
1. "Note: The players should deploy Marine Raiders if the like to play historically." -> probably better like they.
2. "attack aga inst Henderson" -> well, no spaces in-between, it's obvious...
3. Maybe add another (empty) line before "General Shoji had no inkling [...]"
4. "Raider X position." -> plural for Raiders & why so many empty spaces?
5. And a final point, or something, is missing at the very end.
*******
There is no picture for campaign victory, right now. And it seems that there is no picture either for campaign defeat... two nice little something to add here. :wink:


Et voilà !
:D
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