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Re: Beaches of Normandy

Posted: Sat Jan 06, 2018 8:07 am
by terminator
Here is an alpha version to have your first impressions :
OmahaPreview.png
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The link : http://www.mediafire.com/file/b5ehwcvtj ... 9alpha.zip

Re: Beaches of Normandy

Posted: Sat Jan 06, 2018 8:52 pm
by GabeKnight
Cool, thanks. Just played the alpha version, middle difficulty.

Nicely done so far. As you're certainly aware of, you need far more enemy units on the beach front, esp. infantry guarding the city hexes. The southern part so far is unscripted. The landing as such was well done, and you really love your mines... :)
The beach movement penalty really added to the overall feeling. But the beach was unprotected on many fronts and too large portions of it, making my landing in the south-east easy. I guess after round 8-9 the scenario as it is was done, the Germans were mostly overrun... so far historically accurate :D
I attached a replay, if interested.

- the initial popups worked just fine
- the mine / tank popup worked
- the trigger after destroying the Atl. Guns was missing (pic and text)
- I think one of the southern vicory hexes had no support

My suggestions so far:

- maybe cut back a bit on the mines at the beach and add some kind of foxholes, bunkers or hidden infantry
- not sure how you're planning to handle the airborne part of this, but either you have to make an early capture of an airfield possible (Sec. Objective?) or exiting planes should be accessible through the reserve force tab to reenter battle
- given my invading sea and air forces you need more AA (large plane attack) to protect all the arty and coastal guns
- you should place some sea mines in the south-eastern landing area also (that's where my support ship is)
- you need more supply ships to support 100 land CP (if not intended like this) and account for possible damage done to them by coastal guns
- and maybe there could be some kind of enemy fighter force, e.g. arriving later as backup, or something similar

Re: Beaches of Normandy

Posted: Mon Jan 08, 2018 5:38 am
by terminator
GabeKnight wrote:- the trigger after destroying the Atl. Guns was missing (pic and text)...
-> I was saturated with the images
GabeKnight wrote:I think one of the southern vicory hexes had no support...
-> All the German troops were not placed (alpha version)
GabeKnight wrote:- maybe cut back a bit on the mines at the beach and add some kind of foxholes, bunkers or hidden infantry
-> mines : you will have US Seabees :!:
-> foxholes, bunkers : the Atlantikwall is under construction (alpha version)
-> hidden infantry : all the German troops were not placed (alpha version)
GabeKnight wrote:- not sure how you're planning to handle the airborne part of this...
-> No Airborne troops. I will suppress this event with the Paratroops :
LastBrief.png
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GabeKnight wrote:... but either you have to make an early capture of an airfield possible (Sec. Objective?)...
"An emergency landing runway, situated on the plateau between Ruquet and St-Laurent, was operational on June 7th at 18 o'clock more certainly on June 9th.
It is the landing on June 6th and 7th of a unit of the 9th Airstrength: the 834th battalion of the engineering of the air which has building permit immediately a track of aterrissage planned on the cliff between Vierville and St-Laurent. But on June 7th they noticed that this location was still in the course of cleaning by the army and little secured. They then set their heart on the cliff between St-Laurent and Ruquet, much more quiet and cleared of mines on June 7th. The works were led on June 8th and 9th and the first one DC3 landed at the end of the day on June 9th."

-> You will have Construction Group :!:
GabeKnight wrote:...or exiting planes should be accessible through the reserve force tab to reenter battle..
-> Will be corrected :
Exit.jpg
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GabeKnight wrote:- given my invading sea and air forces you need more AA (large plane attack) to protect all the arty and coastal guns
-> All the German troops were not placed (alpha version)
GabeKnight wrote:- you should place some sea mines in the south-eastern landing area also (that's where my support ship is)
-> I have just placed one Sea Mine to test the trigger, more will be placed
GabeKnight wrote:- you need more supply ships to support 100 land CP (if not intended like this) and account for possible damage done to them by coastal guns
-> OK
GabeKnight wrote:- and maybe there could be some kind of enemy fighter force, e.g. arriving later as backup, or something similar
-> The Longest Day , Josef "Pips" Priller :
Capture.JPG
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https://www.youtube.com/watch?v=cbxbEv2xMnU
"Josef "Pips" Priller was a German World War II fighter ace. He has become famous because of the publicity regarding his Focke-Wulf's Fw 190A-8's single strafing pass attack on Sword Beach on June 6, 1944 (D-Day), accompanied by his wingman Herbert Huppertz. This act was first brought to the world's attention by the book, and then the film, The Longest Day. Contrary to popular belief, Priller and his wingman were not the only Luftwaffe forces to attack the beachhead on 6 June 1944. A Luftwaffe bomber unit Kampfgeschwader 54 made several attacks on the British beachheads on D-Day. Priller was also a recipient of the Knight's Cross of the Iron Cross with Oak Leaves and Swords. The Knight's Cross of the Iron Cross and its higher grade Oak Leaves and Swords was awarded to recognise extreme battlefield bravery or successful military leadership."

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 8:59 am
by terminator
Alpha n°2 :
- US Seabees
- more Sea mines
- more German troops, more German AA...
- more Events...
- redeploy airplanes OK
- more supply ships (+2 enough ?)
- more decorations on the map , new location ("Les Moulins")
- you can call the "Rangers" for help if necessary (dialog popup)
- USA airplanes -1
- redeployment 1st Wave with Landing Craft VP :
bloodyOmaha.jpg
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The link: http://www.mediafire.com/file/8lpll9bw1 ... 282%29.zip

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 1:53 pm
by steevodeevo
Downloaded and giving it a whirl! Thanks.

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 4:01 pm
by steevodeevo
Terminator = loved it! possibly my most enjoyable standalone player vs AI scenario yet. Feels like a classic, good work! Do you plan to do a German player vs AI version?
Some observations for you to consider:

I played on mid level (level3)

- Resources felt about right, I ran out when I should, so it didn't make resource management too easy later on.
- Balance, for level 3 was good, if I had to be critical I would suggest it could be slightly more difficult at lvl 3, but I would suggest to do this by adding one or two more German units at critical points on the map(*) rather than mess with resources or balance.
- (*) I took Cabourg (or was it Les Moulins?) quite quickly. I was fortunate that I did, as it allowed me to pour reserves onto that one single spot quite early on. I therefore dumped loads of tanks, heavy infantry and 'Funnies' into that spot and widened the gap .
- IF Cabourg and Les Moulins had been defended perhaps by just one more Infantry unit, getting off the beach woudl have been significantly more difficult and pouring on reserves would have been delayed.
- I was finished by around turn 24, I could have completed by around turn 21 or 22, but I missed an Atlantic Wall gun!
- Given I had more time, it would be nice to see a little more challenge inland to stretch out the fun and challenge- perhaps those fixed 88's from history?
- I didn't really bother taking out the pill boxes / fixed defences just off the Beaches, I went round them. Perhaps that is intended? They don't really hit very hard and don't disrupt the landings or block supply later on , so maybe they could be an objective with a reward?

I loved the map art, and map design. The slightly brownish terrain tile you used looks good. Map scale is great. I found myself wishing there was a follow up scenario with consequences on how I performed on the first :)

Well done, loved it. Thanks for all the hard work.

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 4:16 pm
by Shards
steevodeevo wrote: - I was finished by around turn 24, I could have completed by around turn 21 or 22, but I missed an Atlantic Wall gun!
So, so many people were confused by the Normandy map in Panzer Corps because they missed an Atlantic Wall Gun :D Maybe consider retiring this objective if players have achieved all others?

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 4:47 pm
by terminator
Hi Steevodeevo,
Thank you for the encouragments.
To be honest, I have not tested the scenario up to the end yet.I count at the moment on the other players as you.
Have you a Replay :?:
It is always interesting to have a replay because when I test myself the scenario, I always play in the same way to save time.
"Les Moulins" located at the edge of the beach is easy to take because it is defended at the moment by artillery. It will change for the next version.
The atlantic wall is under construction.
The bunkers could be an objective primary or secondary (these is also a Command Bunker but historically, the headquarter of German was situated more set back).
Did the bunkers need Supply ? I don't know.
In the previous version ,I put flag and supply on each costal gun but I have the feeling that it does change nothing !
Bunker AI = Static Defense as in the original scenarios but if you bombard them with your planes it can explain their passivity.

There will be a follow up scenario = "Pointe du Hoc" :
PointeHoc(preview).png
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Did you use the Rangers ? If you used the Rangers , you should have less Requisition Points or Resources in the follow up scenario !

I will add secondary objectives in the next version, renforce the atlantic wall, add Event to complete the story...
You will not have the possibility to purchase the units for the 2nd Wave at the beginning of the scenario, you will have to wait 2-3 turns (logical).
All these elements will make more difficult the scenario :!:

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 5:04 pm
by steevodeevo
Thanks Terminator,

Yes, I remember now, it was Les Moulins. It was quite quick to take out the Arty.

I like all of your update suggestions and Pont Du Hoc is a great idea for a follow up, very time relevant to the beaches.

I did take the Rangers (how could I not! :) ), I didn't know the consequences of doing so, but I knew there would be some as it was an option.

Here is the play through..

Re: Beaches of Normandy

Posted: Wed Jan 10, 2018 10:25 pm
by GabeKnight
Omaha (alpha 2)

Hi terminator,

again a good one. The scenario played better this time.

- as "steevodeevo" mentioned, you could add some more action inlands (tanks and AT minimum)
- the most northwestern artillery position (3 guns) should have an AA!
- the forests around Colleville-[...] need infantry! :)
- maybe add another air-exit-hex, I don't know
- I liked the air deployment hexes (at scenario start) better in the previous build (closer to the beach)
- the bunkers should really deliver more of a punch, maybe its due to the difficult terrain around them, but they're quite useless as it is now. Give them some stars please, at least. The only thing they do now is interrupt supply lines. And I think steevodeevo's idea about being this a secondary objective could work quite nicely
- and "Shards" is right about the eastern most coastal gun IMO. Not that I'd miss it, I think it has been pointed out quite nicely within the sec. obj. text/marker, but it's somehow out of the way and just a detour

Replay attached, if interested.
terminator wrote:Bunker AI = Static Defense as in the original scenarios but if you bombard them with your planes it can explain their passivity.
Yes, but steevodeevo didn't (in his replay) and still they did mostly nothing
terminator wrote:-> You will have Construction Group :!:
Good idea. Missed an airfield midplay.
terminator wrote:You will not have the possibility to purchase the units for the 2nd Wave at the beginning of the scenario, you will have to wait 2-3 turns (logical).
All these elements will make more difficult the scenario :!:
Good idea also, wanted to recommend something like that myself.

THANKS. Waiting for the beta or final release.

Re: Beaches of Normandy

Posted: Thu Jan 11, 2018 10:51 am
by terminator
Shards wrote:
steevodeevo wrote: - I was finished by around turn 24, I could have completed by around turn 21 or 22, but I missed an Atlantic Wall gun!
So, so many people were confused by the Normandy map in Panzer Corps because they missed an Atlantic Wall Gun :D Maybe consider retiring this objective if players have achieved all others?
In the first version, I put a flag with supply over each Atlantic Wall Gun : easier to locate but the objective was to destroy the unit not to capture the flag ; maybe too much flags on the map; supply useless.
Batterie(3).jpg
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In PanzerCorps, there was no counter and no "Link specific units to this objective" function :
Batterie(1).jpg
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The Atlantic Wall Gun (left )before destruction :
Batterie(0).jpg
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Re: Beaches of Normandy

Posted: Thu Jan 11, 2018 10:58 am
by terminator
The Atlantic Wall Gun (left ) after destruction (the "Link specific units to this objective" function disappeared) :
Batterie(2).jpg
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One original solution for the distracted player would be to make them a "booster shot" if the objective is not completed yet with the condition "Check Objective State" :
Batterie(4).jpg
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Re: Beaches of Normandy

Posted: Mon Jan 15, 2018 4:12 pm
by terminator
The map was a little enlarged upward to distinguish better both waves of landings :
Omaha(1).jpg
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Adding new objectives :
Omaha(2).jpg
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New Dialog Popup :
Omaha(3).jpg
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You can play this scenario with 3 levels of difficulty (easy -> hard) :
- with the Rangers and with no Panzer Controversy
- without the Rangers and with no Panzer Controversy
- without the Rangers and with Panzer Controversy

Re: Beaches of Normandy

Posted: Mon Jan 15, 2018 6:54 pm
by michacey
This scenario looks great. How close to being finished is it? How and when can I download it?
Thanks for your good work.

Re: Beaches of Normandy

Posted: Tue Jan 16, 2018 8:13 am
by terminator
michacey wrote:This scenario looks great. How close to being finished is it? How and when can I download it?
Thanks for your good work.
While waiting for this release, you can test the version alpha n°2 of a previous post :
The link: http://www.mediafire.com/file/8lpll9bw1 ... 282%29.zip
If you test the scenario, please post a replay.

A precision about the Panzer Controversy :
"Do you allow Rommel to redeploy panzers near beaches ?" -> "Do you allow Rommel to redeploy Waffen SS panzers near beaches ?"

Re: Beaches of Normandy

Posted: Tue Jan 16, 2018 4:17 pm
by steevodeevo
Can't play for 2 weeks as away, but love these ideas. It's pretty neat allowing the player a decision to allow more enemy units with the expectation of a leader if successful. Looking forward to this one when I get back.

Re: Beaches of Normandy

Posted: Thu Jan 18, 2018 4:46 am
by terminator
Formigny before you accept the Panzer Controversy :
Formigny(before).jpg
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Formigny after you accept the Panzer Controversy :
Formigny(after).jpg
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(Same thing for Russy)

Re: Beaches of Normandy

Posted: Thu Jan 18, 2018 9:17 am
by terminator
New mod = DEMOLITION MAN

By testing the scenario, I noticed that there were more targets than objectives. I found it it's a pity.This give me an idea.

At the scenario start, there will be a Popup Dialog :
Demolition(00).jpg
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If you say NO, the Objectives will be :
Demolition(0).jpg
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If you say YES, the objectives will be :
Demolition(1).jpg
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Re: Beaches of Normandy

Posted: Thu Jan 18, 2018 9:20 am
by terminator
The only small problem is that it can only be activated after the first combat (the counters only changed after the first combat).

After the first combat, there will be a Event to warn you that the mode is activated :
Demolition(2).jpg
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Re: Beaches of Normandy

Posted: Thu Jan 18, 2018 11:19 am
by Erik2
Nice.

Alternative graphic :D