17 Sieg:
Cool, this time we’re entering Germany…
But…
I’m sorry, I have to say that I find this scenario now somehow disappointing.
Look:
There is no event at all, the specs are messed up, we’re restraint on a little portion of the map (
which in itself may be fine, because we’re probably going to use other parts of this same map on the next scenarios, but then write it somewhere in the brief, let us KNOW it’s normal, it’s on purpose), there is no flag on the biggest cities “far” away (
even if it’s for later, it would be nice for figuring out a little better where we are/fight - it would be good for immersion), there are big portions of the map with roads leading literraly nowhere (
like in the north of our starting area), there is no railroad at all (
although we can see some German big cities), it’s right now too easy to take all objectives, there is no Phasis so no real timing by step to respect, there is only two sets of obj to achieve in the entire scenario, there is now an issue which unable us right now to do better than a
draw, there is no unit with some nice historical name, there is no “special” text to go along with the Major Victory, Minor Victory, Draw, etc., etc.

Well, in short, I’m sorry but this scenario gives me a feeling of
emptiness, therefore of
disappointment!
So, I think this scenario requires some additional work.
Come on, cheer up, here are some suggestions to keep helping:
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->
Validation pri obj:
The counter indicates 16 locations and we see 16 “Red Arrows” on map, that’s fine.
But on map we see only 14 flags with a “golden star”… indeed, these two don’t have any: “Zweibrücken” and “Key Route Marker 1”. By the way, does the latter bring us anything? It’s the single of this “kind”, if I may say so, on this map…
If it brings us nothing, maybe consider simply removing it.
That’s strange: during the scenario, my counter shows 15/16 when I had taken ALL the flags (turn 16 out of 22)… but when the scenario was finished, it shows 15/14. And with a test at “>15” (which would be correct for the 16 locations), then all’s said!
Now, as we’ve 14 “Golden star” flags, I don’t really get from where does this 15th counted comes from?
Anyway, first, I suggest:
1. Adding the Golden star above the flag “Zweibrücken” (because it has to be taken);
2. Removing the flag at the apparently useless “Key Route Marker 1”;
3. Putting the test condition to “>14” instead of “>15” (because we’ve removed one and have “only” 15 locations to capture);
4. Checking again to see if there is still another problem related to this…
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Validation sec obj:
Watch out, now in the triggers it’s checked at “<19” (turns) whereas we have 22 turns on this scenario! Maybe putting a “<23” instead would be better!?
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->
Specs:
We don’t care about landing specs here!

What about, instead, letting us have our “usual” 3 specs related to TacAir? There is no point to change this here anyway, so…
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->
Tactical suggestions to strengthen this Siegfried Line:
1. Replace all “simple” Bunkers by Concrete Bunkers
2. Remove the minefield the most in the north, inside the forest
3. Move the MG-fox inside the forest, like in its center right now, closer to the road to make it potentially useful by shooting on this road inside the forest
4. For the flavor, add one minefield and one Concrete Bunker just near the road, East to this little forest… because it has to be a real line of defenses, even if we’re not supposed to attack from there or won’t necessarily see it… at the other extremity, after the (now strange-looking) bridges , then we have a huge forest (which could be less defended, that’s fine) and then we’re out of “our zone of action for this scenario” anyway… but not exactly in the NW of this little forest…
5. Add an AT-gun to cover both infantry units near “S. Zweibrücken”, as well as some arty just behind them
6. Add another (and last) arty just behind the heavies at the second flag, more in the center
7. Add another MG-fox near the initial border, just between the US Blue and Red deploy flags
8. Add few minefields in the center and western part of this Line
9. ‘Could move north (or NW) the second fortress… right now, it can’t even fire on the road to Frankenthal. This whole eastern section is somehow too easy to bypass because not a pain anyway if the player do like this. The first fortress, in the North, will likely be destroyed by the player, but there is absolutely no need to bother about the second one right now. Let’s change this by putting simply this 2nd fortress 2 hexes NW, following the diagonal, i.e. on the actual crossroad (the other possibility would have to exchange place with a minefield, to put this fortress one hex north – but like this expose its rear to attacks)… Like this, this fortress will be able to take some shots, thus being a little annoying (so meaningful from a German point of view)… but it will still be possible to simply bypass it, so it shouldn’t be a problem anyway.
All this bunch of elements have a single goal:
Let’s add a little more challenge for the player and don’t give him (or her) the immediate “hint” to push north (really less defended now) and to bypass the eastern part… let him (or her) think about it. That’s truly part of the immersion/flavor!
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-> Other suggestion on the German side:
Put some light garrison around and/or on South Crossroad

(maybe even just a simple Bunker on it?)
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-> Then, to stay fair, it would be nice to add few units as well to the US side, to avoid unbalancing the scenario.
What is our main goal? To break through the Siegfried Line? There are tons of mines and fortifications, so let’s give us some of the best units to counter these:
1. First, put at our disposal
1 or 2 aux unit(s) of US Engineers (from another Division or from the XYZth US Corps? – to add maybe some name to them)…
2. And finally, what about
even adding for once an aux flame-tank unit?

It would be really cool to be able to use one of them, it would add a lot in terms of variety of units and on overall flavor…
US: choice between the old “M3 Satan” or the “Zippo M4A3R3”… I would vote for 1 unit of Zippo!
About the Engineers, adding few words in the briefing will be perfect!
For the flame-tank unit, instead of few words as well in the briefing, I think it would be better and much more immersive to spawn this units directly at the commencement of the first turn, with an event, a Pop-up, informing the player of the presence of such a little unusual unit at his (or her) disposal. I suggest spawning this unit more on our eastern side/deploy zone… maybe few hex East of our Construction Group?
As picture?

Well, there is the choice, really; here are few examples of pictures of flame-tank Zippo M4A3R3:
https://www.google.ch/imgres?imgurl=htt ... 1476698017
Or the same with colors:
https://www.google.ch/imgres?imgurl=htt ... 1476618137
Or a close-up:
https://www.google.ch/imgres?imgurl=htt ... 1476678304
Or another colored:
https://www.google.ch/imgres?imgurl=htt ... 1476642167
Title? Maybe something like: “
It'll heat up!”
Text? Maybe something like: “
One of the technological innovations of the battle of Iwo Jima, these medium tanks have proven to be very effective against enemy fortification and for their terrifying psychological impact.|A powerful unit of flame-tank Zippo M4A3R3 has been put at our disposal to help us breaking through the German Siegfried Line.”
Historical? Yes or at least almost, because the US had flame-tanks indeed against the Japanese, but not only. They lacked of them during the D-Day in Normandy (which would have helped them a lot at least on the Omaha Beach side)… Later, in Europe, they’ve improvised some flame-tanks and were very happy about the results (Gen Patton, at least). They’ve modified some of their M4 Sherman tanks, sometimes as well used some British Crocodile tanks (which were really flame-throwers, even though this isn’t represented yet in OoB!).
So, either a “could have been/happened” situation or a “has happened but at relatively small scale” situation. According to OoB, the Zippo was available from the 15th February 1945, so there is no date issue in this case, so it’s perfectly possible to have some of them reaching the battlefield at the time of this scenario.
Other options? The US “M3 Satan” are too outdated, the British “Churchill Crocodile” aren’t real flame-tanks in OoB… well, the US “Zippo” stays the best candidate for this!
If one flame-tank must make a short apparition on this campaign, it’s almost now or never!
It would offer more variety, more fun, add some flavor for sure, help liven this scenario, offer us the possibility to add a (first) event in this scenario, and it is (at least) plausible… so, well, why not?
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Then, in the same vein, to liven a little more this scenario, what about adding another little aerial battle as well?
In a way that, in one hand, makes a little wink to previous scenarios and, in another hand, add more fun by the apparition of some powerful units, never seen so far within this campaign.
For example, what about something like this:
On turn 5 or 6 (
i.e. once the German Siegfried Line is broken or about to be broken), there can be
the first event:
Picture? The radioman already seen few times... (a wink to different previous scenario, a certain common thread that runs through)
Title? Maybe something like: "
Darkening sky!"
Text? Maybe something like: "
Warning! |Some unusual German air activity has been detected not far from our sector. |Just in case, HQ has sent in emergency several dogfighters to cover your advance. They have been put under your direct command, so use them wisely."
Effect? Spawn directly 3 units in V-formation not really, really far away: 1 "
P61B Black Widow", 1 "
P51D Mustang" and 1 "
P47N Thunderbolt".
(Of course, no Lightning interceptor for two obvious reasons!

)
Highlighting/moving our point of view? Over the spot where these 3 aux planes have just spawned.
It is then up to the player to bring them closer to the current front line... that these planes shouldn’t in principle reach this turn…
At the end of the very same turn, German planes (
which spawned somewhere out of sight) move closer to the front line, and even maybe over it, so that they become (clearly) visible to the player... They must be set on an aggressive mod, even if they don't necessarily shot directly.
We're entering Germany, but the Germans aren't down yet. They still have several tricks up their sleeve - or should have, at least!
Which German planes? I think of 2 units of the famous jet, the "
Me 262 Schwalbe"...

So, 2 German jets vs 3 US aux planes, maybe helped by our 2 interceptors, that should be an interesting side battle while our ground troops continue their advance in a more conventional, usual manner... Besides, maybe it will allow us to use a little our two M15 CGMC as AA support units.
Then, therefore, at the beginning of the next turn, a
new event, a new Pop-up:
Picture? Maybe this one:
https://www.google.ch/imgres?imgurl=htt ... 1476968178
Title? Maybe something like: "
German jets!"
Text? Maybe something like: "
Damn it, it wasn't a false alarm! |Guys, let's get these wonders out of the way. |Geronimo! ||NEW OBJECTIVE ADDED!”
Effect? Add a new sec obj: “
Destroy all German air units” (with a counter)
Reward? Maybe an extra +100 RPs for the US “non-colored” (to compensate eventual damages done to our core air units) -> this should then be added in the description of this sec obj…
Again, it’s plausible and will add fun as well as flavor, so why not?
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Then, by coherence, there should be another modification…
About the description of the sec obj “
Secure Southern Crossroad”. Remove this “generic” version: “Enables possibility of Major Victory.” With 2 different sec obj, this sentence isn’t any longer relevant… Instead put something to enhance the immersion! Basically, why do we care about this crossroad? We can take all the other locations without sending units this way anyway…
So, instead of this generic version, maybe something like: “
Important for a next step, this key crossroad will indeed open the road to the city of Stuttgart, in the South.”
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So, I suggest to add a total of 3 new events (1 informing about the exceptional presence of an US flame-tank unit and 2, a little later, related to planes), several units so far not yet seen within this campaign (mainly an flame-tank and German jets) as well as a nice little aerial side battle…
Thus, this scenario can no longer be felt as "empty" by the player, guaranteed!
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Adding named flags:
Okay, we don’t need to see ALL flags throughout the entire map, but what about adding at least one German flag over
Stuttgart (South to the Southern Crossroad), over
Frankfurt (in the North) and over
Nuremberg (in the East), for these are the 3 closest big German cities.
Is it
Strasbourg, the big city in the South, directly under our control? A named flag here as well would be welcome!
According to the txt file, there are much more hexes that actually have a name (like Ulm, Prague, and many more), but as the map is big and as basically we don’t know where to look (no flag!), we don’t see them, which is a pity…
Basically, you’ve already made this work, so what about just making it explicit?
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Various:
1. Scen descr: “US 3d Div Breaks through” -> lowercase: “US 3d Div
breaks through”
2. Pri obj: “Capture all 16 […]” -> maybe this this addition (according to its descr) “Capture
and hold all 16 […]”

AND should be modified of course if it becomes more 15 than 16 locations…
3. ‘Can safely remove the 4th air deploy hex
4.
South (as on map)
or Southern (as on obj) Crossroad? Same form everywhere please.
5.
Bridges, visual aspect:
A) You have 2 times bridges over two hexes which present a huge hole, which are discontinuous… This must be changed, maybe simply be putting the road a little differently so that each bridge is actually over a single hex? (Both are not far away from the 2nd fortress, from the fortress in the SE.)
B) There is no bridge at all on the crossroad East of Frankenthal… well, it’s about to be blown anyway, but only later!
Cheers up! Keep up the good work 