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Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Thu Apr 17, 2014 6:56 pm
by kingt
Squads have been briefed and are ready for battle. Murmurs about lacking tank support? Only from the French.

Pass rttt. Good luck, Morge, but that town is ours. :)

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Thu Apr 17, 2014 7:39 pm
by Navaronegun
kingt wrote:Squads have been briefed and are ready for battle. Murmurs about lacking tank support? Only from the French.
Pass rttt. Good luck, Morge, but that town is ours. :)
The French would say that..... :roll: I'll let Morge speak for himself about the status of the town.... :twisted:



Since we have many new Commanders at present, I wanted to post the list of the modifications used in Battles in RTT'42:

1. The Following are TLT (Triple letter Tournament) Modifications which will be standard in all TLT Tournaments:

a. Pushed HMGs and Artillery - Units coded as Artillery smaller than an 88mm AA Gun may be “Pushed” one square. This includes HMGs (Cavehobbit).

b. Dual Deploy - Both sides of the MP battle are permitted to deploy into wide deployment zones, if applicable. This does not occur in some historical scenarios. (thanks Merr)

c. Smoke Indirect Fire – Bombardment Units can choose to fire smoke to temporarily hide positions from the enemy (Enric)

d. Swap places - Neighboring units can swap positions (RF900)

e. Mortars - Mortars can move one space per turn. (Enric, GL88)

f. Stronger infantry - Infantry, Engineers, Paras, Waffen SS and other INF type stands have 8 men (Granfali/Navaronegun)

g. Stronger base morale for infantry and support units –HMGs and LMGs 115; Kradshutzen 140; Engineers, Panzerknackers and US Armored Infantry 150; Guards, Light Infantry units, Paras and their support units 175; Commandos, Rangers and and their support units 200, All Other Infantry 130. (Granfali, GL88, Navaronegun)

h. Stronger base morale for specials - Tigers begin with 125 base morale, All Other Vehicles remain at 100 (GL88)

i. Stronger HMGs - Heavy Machine Guns (MG42, Vickers, .50 Caliber, etc.) have 4 men (Cavehobbit, Navaronegun)

j. Stronger Sections - LMGs, Man Carried AT Weapons, Panzerknacker Teams, etc. have 4 men. The exception to this are Scouts (see rule 9.13), Flamethrowers and Mounted Weapons (mortars have 2 and AT Guns, Arty, Infantry Guns, etc.have 1 ). (Granfali, Navaronegun).

k. Light Infantry – Any unit from a Fallschirmjaeger, Gebirgsjaeger, Brandenburger, Para, Commando, Airborne, Ranger, etc, unit which is considered “Light Infantry” trained will have 20 AP. This includes all man-portable weapons teams (excepting mortars, and where applicable) used by these units. Scouts are considered Light Infantry. (Navaronegun)

l. Realistic M3 Halftrack Derived units – The armor and weapons of all M3 Halftrack-derived (like the T30 or M3 GMC) units have been researched and corrected, as the Slitherine standard values were inconsistent/not reflective of the weapons systems involved. (Navaronegun)

m. Realistic firing ranges - Range of Tiger and 88 pushed to 10; Range of 75mmPak40, Marder III, M10 raised to 9; other armor stays the same. (GL88, Navaronegun)

n. Recon Units – Any vehicle or team from a Recon or Scout Parent Unit will have a LOS of 7 for vehicles/weapons and 8 for INF type units (versus true scouts LOS of 8 ). Enemy unit spotting will be 2 for vehicles/weapons and 4 for INF type units (versus 4 for standard BA scouts). All INF type recon units will be considered Light Infantry as mentioned in these rules. Commandos also have Recon abilities. (GL88, Navaronegun).

2. These are specific RTT'42 Modifications to reflect unique conditions in this theater. All the Triple Letter Tournament (TLT) Tactical Modifications above apply with these additional modifications as well.

a. First Combat – US Army Infantry type units have morale penalties from -10 to -50. (Navaronegun)

b. National Fatigue – French and Italian units have type units may have morale penalties from -10 to -30. As well, French vehicles and armor all suffer a 10% breakdown chance due to their poor state of repair in this theater. (Navaronegun)

c. Tunisian Tigers – Tiger I’s in Tunisia were on a “beta trial” and had many issues with reliability, giving them a 10% breakdown chance. This is resolved later when the Tiger H1 begins arriving in January 1943, reducing the breakdown chance for these units to 5 %. (Navaronegun).

d. Plantations and Groves – Unique to the Mediterranean theater of operations, let alone Tunisia, are tree groves and plantations which block LOS, yet are not prohibitive to vehicle movement. This terrain type blocks LOS unless adjacent, or the unit is on the edge square of this terrain type. Movement and cover is “High Vegetation”.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Thu Apr 17, 2014 9:28 pm
by morge4
kingt wrote:Squads have been briefed and are ready for battle. Murmurs about lacking tank support? Only from the French.

Pass rttt. Good luck, Morge, but that town is ours. :)
Will get the battle setup later tonight KingT...

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Thu Apr 17, 2014 11:24 pm
by Navaronegun
All,

There may be an error with 8-Rad Armored car. Please, hold off on moving any further beyond set up with this untiI can sort it out in an hour, hour and a half-ish.

Nav

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 1:12 am
by Navaronegun
Issue resolved. Updated LST ink is available at original location at:

viewtopic.php?f=87&t=49367&p=466256#p466256

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 4:19 am
by Navaronegun
By the way, I have 2 open challenges of this battle up. Any takers? :)

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 7:58 am
by kingt
Roger! Moving on! :)

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 8:43 am
by guardsman
Nav

Tried to download updated map but shows that there was an error downloading file :cry:

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 8:54 am
by kingt
I think you first have to delete the older one and then reinstall the new one.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 12:52 pm
by Navaronegun
Yes, you do.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 5:06 pm
by morge4
kingt wrote:I think you first have to delete the older one and then reinstall the new one.
Have DL new version...ready to roll over some Brits and Frenchmen!

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 5:09 pm
by kingt
:D Well, I have deployed, so waiting for you.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 5:22 pm
by morge4
kingt wrote::D Well, I have deployed, so waiting for you.
Well, I've deployed but, I did get the script error when the turn loaded. I did DL the new files and installed them...not sure why I am still getting the error?

How do you want to proceed?

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 5:46 pm
by kingt
I didn t get the error, which should mean we're good to go. You may have seen a residual glitch or something like that. I made my first move. However, if you still get the error, we can stop the game, redownload the scenario, create a new game and go at it again. For what it's worth, I see the 232 scout fixed.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Fri Apr 18, 2014 5:58 pm
by Navaronegun
morge4 wrote:
kingt wrote::D Well, I have deployed, so waiting for you.
Well, I've deployed but, I did get the script error when the turn loaded. I did DL the new files and installed them...not sure why I am still getting the error?

How do you want to proceed?

Well, the script you have (new) is different the one KingT had at the time he sent his deployment (old) even though he has new now. It should be good.

Nav

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 3:15 am
by morge4
Navaronegun wrote:
morge4 wrote:
kingt wrote::D Well, I have deployed, so waiting for you.
Well, I've deployed but, I did get the script error when the turn loaded. I did DL the new files and installed them...not sure why I am still getting the error?

How do you want to proceed?

Well, the script you have (new) is different the one KingT had at the time he sent his deployment (old) even though he has new now. It should be good.

Nav
All is good...we are moving to contact

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 3:44 pm
by protectivedaddy
Tut tut tut :? Now now Nava, as tournament developer I didn't expect you to be so brazen in your defence of the quite obvious advantage you have given your Axis compatriots.........

Me thinks a debate could be in the offing.......as I would disagree that not taking the last turn does give the opposition a distinct advantage in each battle.........especially if it's a flag count battle. Even though the allies can obtain advantage from the first move the opposition has plenty of time to counter and amend any adjustment required to counter our early advantage whereas the opposition couldn't simply sit back until last turn then throw everything including the kitchen sink at claiming/taking flag positions.

One way around would be a dice roll to determine if the opposition would lose a turn thus meaning they would end when the clock says 4 turns remaining whereas the allies would end on the 3 turns remaining.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 3:51 pm
by Navaronegun
P daddy, good Idea, and if i could I would let the side with initiative in the hex choose, but, as I said:

"But in any case, flipping sides for first and second in a turn isn't possible. In a BA campaign, you have to choose one or the other. You can't make different choices for different battles. Its kind of like the 64 units per side and 128 units total limits. They just can't be gotten around."

I am stuck with the brits as side "0" aka the first side in the Campaign.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 4:26 pm
by kingt
protectivedaddy wrote:Tut tut tut :? Now now Nava, as tournament developer I didn't expect you to be so brazen in your defence of the quite obvious advantage you have given your Axis compatriots.........

Me thinks a debate could be in the offing.......as I would disagree that not taking the last turn does give the opposition a distinct advantage in each battle.........especially if it's a flag count battle. Even though the allies can obtain advantage from the first move the opposition has plenty of time to counter and amend any adjustment required to counter our early advantage whereas the opposition couldn't simply sit back until last turn then throw everything including the kitchen sink at claiming/taking flag positions.

One way around would be a dice roll to determine if the opposition would lose a turn thus meaning they would end when the clock says 4 turns remaining whereas the allies would end on the 3 turns remaining.
I don't think it's an advantage, because very few RTT battles will end on the last turn in such a decisive manner. Also, the Allies have the first move which is as advantageous. You could argue the same thing about any standars BA flag game. Very rarely does a BA game ends on last round.

If you do get to the last rounds, it means that it either was a bloody fight with heavy casualties on both sides, so it'll be a race to flags based on luck, or it means no side wanted to fight, in which case both attacker and defender should have many units left, in which case such a race for the decisive Allied controlled flag would be rather difficult.

So a roll for Allies to stay on first turn would be needed also in case a roll for the last German roll is made.

Re: RTT'42 Campaign: Calendar Day 23 NOV 1942-Battles Ready!

Posted: Sat Apr 19, 2014 4:42 pm
by Navaronegun
KingT like I said, *if* I could do it, i would actually let whoever had initiative in a battle choose first or last, not randomize it. The operational game would drive the tactical initiative. :D

The point is moot, though. I can't (or rather won't), as the amount of extra work I'd have to do for battles would push the release time forward interminably. Lots of little code Items have to be changed evrywhere, to change a battle side from side 0 (first) to side 1 (second). If we had, say, 4 battles, each could be a separate lst release. This is one issue with the Engine I hope they fix in BA2.