Operation Jubilee - Dieppe - Pls upgrade to 1.1

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

Moderators: Slitherine Core, BA Moderators

GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - Beta v1.0 is in play

Post by GottaLove88s »

jcb989 wrote:
GottaLove88s wrote: upgraded Dieppe v1 to v1.01...
* There's a slightly corny but effective map change to permit the Allies a deployment phase into their LCTs
(can load upto 3 units into each LCT, or 1 infantry unit into each Destroyer, as players prefer)
* This means that Allies can start with more units (and remain under Slith's 64 unit limit per side)
I have a suggestion. You can get around the 64 limit, if you use reinforcement scripts for the allies.
I think, less LCT's with more units in them will not balance well, just my humble opinion.
What I think they will do is provide fewer but far more tempting targets for cannon-play.
BUT
If you create some landing "waves" via reinforcement scripts, and include smoking units in those,
then we may find the map can be balanced to give the allies at least a (low %) chance of success.

If not that, then I think after setting the historical scenario version, you will quickly need
"what if" modifications.

I think the map is truly awesome and the concept terrific. I see a ton of potential to get this
to be a truly unique map and scenario!
Thanks Jcb, Great feedback!

Big fat LCTs carrying 3 units are a killer for newbies that don't learn to protect 'em with smoke (and for some of us 'professionals' too, if we're foolish or really unlucky). You're right tho, and I already miss the mix of having LCTs and LCAs. It made for a more realistic looking fleet, and def spread one's eggs across many baskets, phew. We went this way to incorporate other players' feedback from v1, and this was a way to achieve it. But Ranger & I reckon we'll prob go back to a mix again in a future v1.02. Your advice makes it even more likely...

Have you tried v1.01 yet? There is a huge new reason why more LCs should successfully land. To properly simulate Dieppe, the first five turns are at night... with halved LOS... A good player will be able to land plenty before dawn... Play me 2way to test?

Landing waves were an idea I toyed with, but rejected for Dieppe for 4 reasons... (i) the map only covers central Dieppe (red, white & blue beaches) which were historically hit as one wave, (ii) forcibly breaking up the Allied attack into waves, through scripting, gave the Germans too much of a defence advantage, (iii) waves took away player choice and variation, to decide to make one massive attack, or to split into assault forces to hit multiple points (eg. targeting key coastal guns) at the same or different times, and (iv) I wanted to give players full WYSIWYG. With Dieppe, Germans know from the start that they have plenty of units, but their strongest are at the back, so they must bring them forwards. That takes time. And where to? In contrast, Allies see their huge fleet and all of its contents, and must decide where to assault, all in one, or silence multiple targets. As for Capt Hughes-Hallett on the day, what he sees is what he's got. No hidden surprises in his units. No lucky extras to dribble in later... Those were the main thought processes after some experimentation... However, reinforcement waves work really well in the right place, your Capture the Fuel Depot is a perfect example Justin... They just didn't simulate what I wanted here... :oops:

But it's still pretty beta and we're learning. The dream end goal is to have rolling VP flags, dependent on each preceding flag, to make it more of a raid, ie. land, achieve tasks such as kill 152mms, take code book from the Bellevue, destroy radar station, etc, then get the heck out of Dodge, with a 'score' based on achievements and survivors who get back... When we get that far, we'll def need scripted reinforcements for replacement LCs, to get the boys off the beaches... So hopefully, you'll ultimately see something of what you're asking for. :D

Night makes a bigger difference than you might think... Try me? :mrgreen:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

HUGE APOLOGIES to everyone...

We realise we only put out v1.01 48 hours ago, but...

v1.02 is now ready to download...

Upgrading to v1.02 is HIGHLY RECOMMENDED and will not affect any games in progress (from v1.01)

Three handy fixes...

- Gorgeous dynamic day/night lighting effects (both sides deploy during standard BA daytime, then the battle starts at night time with halved LOS for all units, a golden dawn breaks on Turn 6... No matter how skeptical you are, you will like this, probably ;-))
- Lovely new icons for the freighters and LCTs (to remove that ugly blue/green mesh that is distracting and nasty... Great fix Amaris, merci monsieur)
- KIAs 'score' screen now reports Warships as a separate category (thanks again, Amaris :D)
- Improved unit balance (we hope :oops: )
Last edited by GottaLove88s on Tue May 21, 2013 3:59 pm, edited 2 times in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

In early tests, 5 turns of night might make it shockingly easy for a cunning Allied player to land a huge force... (compared to Dieppe v1.00, which was a walkover for the Germans, so I guess we're bracketing where we need to be, lol)

I suspect we may eventually settle on less than 5 turns of night, and perhaps fewer Allied units and less Allied armour for the final version... but let's see how v1.02 plays out...

Enjoy folks! Thanks for all of your support...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Ranger
Sergeant - Panzer IIC
Sergeant - Panzer IIC
Posts: 188
Joined: Fri Mar 15, 2013 6:24 am

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by Ranger »

Some cool pics from version 1.01 beta....

After suppressing one of the enemy coastal guns, I beached one of my destroyers to give "better" fire support to the assault force...
After suppressing one of the enemy coastal guns,  I beached one of my destroyers to give "better" fire support....
After suppressing one of the enemy coastal guns, I beached one of my destroyers to give "better" fire support....
image.jpg (145.08 KiB) Viewed 3052 times

my beached destroyer gave suppressing fire as my commandos assaulted coastal gun...
my beached destroyer gave suppressing fire as my commandos assaulted coastal gun...
my beached destroyer gave suppressing fire as my commandos assaulted coastal gun...
image.jpg (60.19 KiB) Viewed 3052 times
The main force assaults "Red Beach" as the Luftwaffe tries in vain to stop them on the beach....
The main force assaults "Red Beach".....
The main force assaults "Red Beach".....
image.jpg (110.81 KiB) Viewed 3052 times
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

WOW!! that's way cool...

I had no idea u'd successfully landed so many units... How many tanks did u get ashore?!?! No wonder u took out two coastal guns... :oops:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
jcb989
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1423
Joined: Fri Nov 05, 2010 12:02 am
Location: Bradenton, Florida

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by jcb989 »

Hi GL88, to save space I won't quote.
I knew you had plenty of reasoning behind everything you do, its cool to hear about the design logic anyway, I mean the specifics of it.
Maybe instead of waves, you would have continous replacement for a few turns, topping off as it were, based on scripting logic.
That in effect would make it a larger attacking force. Would have to think about the downside effects.

Post up the games with password: jcb989 and let's get to rockin'!
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

Two games posted, both with pword jcb989
jcb989 wrote:Hi GL88, to save space I won't quote.
I knew you had plenty of reasoning behind everything you do, its cool to hear about the design logic anyway, I mean the specifics of it.
Maybe instead of waves, you would have continous replacement for a few turns, topping off as it were, based on scripting logic.
That in effect would make it a larger attacking force. Would have to think about the downside effects.

Post up the games with password: jcb989 and let's get to rockin'!
Hmmm... that's interesting... Continuous replacement sounds workable, so long as it isn't just zombie soldiers... kill one, and another two sprout up in their place...

Thanks for understanding on the reinforcements... Effectively, 10th panzer and the Luftwaffe radar team are so far back that they're actually reinforcements with options... which leaves the Germans at the front feeling pretty thinly spread, if the Allies know how to play it (and enjoy some luck)...

Sorry if my 'email tone' sounded a bit blunt. It's not intentional... I confess I guess I'm a bit of an anti-reinforcement fascist. In some SP (honest guv!) scenarios, it feels too much of a lottery, 'Hey you're obviously struggling there? Why don't you throw your best units at this VP, and hey presto, have some more'... All (sensible) players will throw their best at the scripted trigger points, which could make the whole battle predictable for both sides... Imagine chess where both sides get the usual pieces and halfway through somebody says, ok chaps, have a extra rook, a bishop, a knight and 3 pawns, well done, carry on... Just call me a Reaganite Republican, lol... You get what you get. No handouts... :mrgreen:

Despite all of the above, I agree that reinforcements are fun and probably necessary in some MP games, and might even be essential to the future Pacific scenarios... Otherwise, they're going to be darned hard for the attackers!!

See you in the Channel? ;-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by LandMarine47 »

I think you went overkill with the Churchill's. Add like 6 then the rest jeeps bren carriers and humbers or guys APC's
And how about Rangers VS SS eh :roll: a Panzer IVF or 2 won't hurt considering the spam of allied Churchill's
For my fellow German Brethern use the engineers to block off the bridges to the port :) that'll slow em down :)
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

v1.02 ORDER OF BATTLE

The two sides have been approximately balanced, assuming that not all Allied units will be able to land in Dieppe, and that those Allied units that do land should be able to take on the German defenders in waves, as they take time to arrive from their rear areas. To help players to get their heads around what is available to them...

ALLIED FORCES

8x Hunt class Destroyers
8 DESTROYERS (7 Royal Navy, 1 Polish)

2x Scouts, 2x Vickers MG, 2x Boys AT Rifles (2nd Canadian Infantry Division)
6x Infantry (Essex Scottish, Cameron Highlander, Fusiliers Mont-Royal)
4x Engineers (Royal Canadian Engineers)
16 INFANTRY

6x Royal Marines, 2x RM Snipers (No. 3 & No.4 Commando)
1x Free Frech Commando
1x US Ranger (1st Ranger Bn)
10 ELITE INFANTRY

6x Churchill, 2x Crocodile (Calgary Tank Regiment)
8 TANKS

2x Guy Recon Car, 2x Blitz Buggies (8th Canadian Recon Regt)
4 SUPPORT VEHICLES

2x Mortars (4th Field Regt, Royal Canadian Artillery)
2 ARTILLERY

8x Landing Craft Assault LCAs (1st & 5th Flotilla Group)
8x Landing Craft Tank LCTs (2nd Landing Craft Tank Flotilla)
16 LANDING CRAFT

B17 tactical bomber (USAAF 97th Bombardment Group)
Blenheim ground support (RAF Fighter Command No.11 Group)
Typhoon ground attack
Hurricane fighter-bomber

GERMAN FORCES

2x Ubootjager 'sub chasers' (UJ-1404 & UJ-1411)
3x Vorpostenboote 'armed trawlers'
5x WARSHIPS (weaker than destroyers)

5x Freighters (unarmed convoy from Boulogne)
5x MERCHANTMEN

10TH PANZERDIV
2x StuG A
2x PzIVD
1x Sturmpanzer
4x Trucks
2x Waffen SS
1x SdKfz232 8Rad

RADAR STATION
2x Engineer
1x MG34 MMG
2x Volksgrenadier
1x SdKfz 10/4 Flak
2x Truck

302nd INFANTERIE DIV
2x Mortar
2x MG34 MMG
1x Infantry
2x SdKfz 251/1
2x SdKfz 10/4 Flak
1x SdKfz232 8Rad

COASTAL DEFENCE
8x 152mm Coastal Guns
1x 105mm Heavy Gun
3x HMG
1x MMG
4x Infantry
3x Wehmacht Snipers

16 INFANTRY
5 ELITE INFANTRY

4 TANKS

14 SUPPORT VEHICLES, incl 3 mobile AA, 2 armed halftracks & 2 recon cars

12 ARTILLERY, 1 of which self propelled

Inland Arty (8th Troop, 302nd Field Artillery Regt)
He111 tactical bomber (KG2)
Stuka dive bomber (KG40)
Fw109 fighter-bomber (JG2 & JG26)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
jcb989
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1423
Joined: Fri Nov 05, 2010 12:02 am
Location: Bradenton, Florida

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by jcb989 »

GottaLove88s wrote:Two games posted, both with pword jcb989
See you in the Channel? ;-)
hmm, I will pick them up that I assure you, but I need to finish a few more turns against Mike in version 1.0 give me a day and a half.
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

jcb989 wrote:
GottaLove88s wrote:Two games posted, both with pword jcb989
See you in the Channel? ;-)
hmm, I will pick them up that I assure you, but I need to finish a few more turns against Mike in version 1.0 give me a day and a half.
Ditch 1.0... It's so last year! Seriously. ;-)

Mike will love or hate the changes in 1.02 (I have my fingers crossed and hope he plays as Allies first)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
jcb989
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1423
Joined: Fri Nov 05, 2010 12:02 am
Location: Bradenton, Florida

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by jcb989 »

He just executed a masterful counter-attack on my main ground force lol. won't be long now.... =)
k9mike
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 694
Joined: Fri Feb 17, 2012 7:33 am
Location: Normandy

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by k9mike »

Can we have both versions loaded? Or, do we have to have one or the other...
If Justin wants...we can update our game to the newer version...that way can play more games now
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

k9mike wrote:Can we have both versions loaded? Or, do we have to have one or the other...
If Justin wants...we can update our game to the newer version...that way can play more games now

So long as you're past turn 5, you can safely upgrade... It should continue the old game as was, but let you start fresh with the new...
Last edited by GottaLove88s on Tue May 21, 2013 11:01 pm, edited 1 time in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

jcb989 wrote:He just executed a masterful counter-attack on my main ground force lol. won't be long now.... =)
Think of v1 as a practice run... You've figured out what to do... Now do it for real! ;-)

Ps. Mike is pretty darned sneaky given half a chance, lol :twisted: :oops: :mrgreen:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
k9mike
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 694
Joined: Fri Feb 17, 2012 7:33 am
Location: Normandy

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by k9mike »

Thank God for the "Bismarck" and "Hindenburg" gun emplacements...lol.
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by LandMarine47 »

Invasion force turn 2
Attachments
image.jpg
image.jpg (189.43 KiB) Viewed 3027 times
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by LandMarine47 »

Invasion force turn 3 after being shelled
Attachments
image.jpg
image.jpg (206.13 KiB) Viewed 3026 times
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by GottaLove88s »

LandMarine47 wrote:Invasion force turn 2
Now that's what I'm talking about! NICE. :mrgreen:

I'm not even going to ask how you got so many, so far, so fast... Where on earth are your opponent's scouts?!?!

A beautiful sight, LM... But when I see that, I realise that if other Allied players perform as well as you have, the Germans will have to get good at reorganising themselves very, very quickly... Retreats to safe new lines... rapid reinforcement from the rear... new tank traps... the whole nine yards...
Last edited by GottaLove88s on Tue May 21, 2013 11:18 pm, edited 1 time in total.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
LandMarine47
Major-General - Tiger I
Major-General - Tiger I
Posts: 2490
Joined: Sun Oct 28, 2012 10:44 pm
Location: Texas

Re: Operation Jubilee - Dieppe raid - v1.02 now ready

Post by LandMarine47 »

Great but you forgot one crucial element. TOO MANY CHURCHILLS! There should be 2-4 Only! This was when they first showed up! The allies mainly used Stuart's! (M3) if your going to give the allies that much Churchill's give us Germans some Panzer IVF's. good job making the allies move their destroyers to the shore if they want Commandoes on the beach :) BEWARE the Germans will shelling the loving BA Jesus out of you at White Beach :oops:
Post Reply

Return to “Battle Academy”