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Re: [GJS_BA] Invasion

Posted: Fri Sep 14, 2012 6:32 pm
by morge4
k9mike wrote:[quote="morge4 Idon't mind the deployment issue, if considered.
Me either...I'm in US. But... Come on Al...Don't join the Dark Side... :lol:[/quote]

"Luke...I AM your father!" :twisted:

Re: [GJS_BA] Invasion

Posted: Fri Sep 14, 2012 6:47 pm
by k9mike
"Exactly"! LOL....
Man, I sure wish I would have had atleast 1 M5 in that scenario...those damn HT caused me more pain then anything. Had no piat's either...Doh!

Re: [GJS_BA] Invasion

Posted: Fri Sep 14, 2012 8:44 pm
by Granfali
6PM Hermanville British attack

Granfali - Gortwillsaveus

Battle finished. Map taken by british side. 915 / 352 withdraws.

Casualities

Germans - 915/352
1 Marder III
2 Trucks
1 Flak88
5 Stug III
4 Infantry
1 PzShreck
3 Engineer
1 HMG
1 Mortar
British - 7/3C
2 Shermans
2 Fireflies
1 Engieer
1 Flamethrower

Re: [GJS_BA] Invasion

Posted: Fri Sep 14, 2012 9:20 pm
by Granfali
TURN 7 PM - SITUATION

Image

Re: [GJS_BA] Invasion

Posted: Sat Sep 15, 2012 7:34 am
by GottaLove88s
Gracias G, Allied moves sent last night. What's the password? :-)

Re: [GJS_BA] Invasion

Posted: Sat Sep 15, 2012 7:36 am
by GottaLove88s
PS. Did you figure out the extra files for the modded BdB scenario, or would you like to email me the new GJS folder, so that I can add them and return to you? If any maps are Allied defence, let me know which direction to bring Allies in from...

Re: [GJS_BA] Invasion

Posted: Sat Sep 15, 2012 8:27 am
by Granfali
I sent you an Email John.

Re: [GJS_BA] Invasion

Posted: Sat Sep 15, 2012 9:33 am
by GottaLove88s
Got it! :-) Have replied with link to the files that we need... Drop those into your new GJS folder... We need to copy a .BSF for each scenario... Remember to change the x1,y1,x2,y2 coords in the .BSF for the Allied deployment zones... Email me if any problems... Looks like a tough June 7th PM...

Re: [GJS_BA] Invasion

Posted: Sat Sep 15, 2012 11:52 am
by GottaLove88s
Uh oh, you're right, G... Swapped to PC version... We both chose Arty for Bayeux and Colombelles... Only you have it in BdB and Hermanville... OUCH!! :-(

Re: [GJS_BA] Invasion

Posted: Sat Sep 15, 2012 5:37 pm
by GottaLove88s
Hi Granfali... Would you like any help dropping in that code for new features and deployment areas? The boys are chomping at the bit, lol... :-)

Re: [GJS_BA] Invasion

Posted: Sun Sep 16, 2012 7:16 pm
by Granfali
TURN 7 PM - BATTLES

Image

BATTLES

Bayeux. British attack.
Hermanville. Meeting engagement.
Lebisey Woods. British attack.
Colombelles. Meeting engagement.
Bois du Bavent. German attack.

WHAT SHOULD I DO TO PLAY THE BATTLE?

1-Download the GJS_XX.rar file from http://www.dropbox.com/sh/aej2g251hew37fr/Ug3gvLmzE1 , where XX refers to the current day turn (Campaign in june 8 PM turn produces a file name GJS_8PM.rar). [both players]

2-Unzip it in Documents\My Games\BBCBA\MULTIPLAYER overwritting previous GJS folder version [both players]

3-Go to multiplayer server and creates a new challenge according to your battle (if your BG fight on Caen choose GJS_Caen8PM file). Choose your side (allied or axis) and don't forget to write a password. [attacker player, or germans in case of ME]

4-Email your opponent and pass him the password. [attacker player or germans in case of ME ]

5-Player receives email and accepts the challenge. Battle starts. [defending player or british in case of ME ]

6-Once battle ends, player sends results to GM (Granfali) (casualities from two sides and flag points) [both players]

*to avoid to have a big list of incomplete challenges in the multiplayer server remember surrender the battle once results is clear.

**when participating in combat an isolated BG the procedure will vary. GM will have to create an additional folder due to squads.csv files do not match. In that case, GM will mail all the necessary instructions to both players.

Re: [GJS_BA] Invasion

Posted: Sun Sep 16, 2012 7:48 pm
by Granfali
GottaLove88s wrote:Hi Granfali... Would you like any help dropping in that code for new features and deployment areas? The boys are chomping at the bit, lol... :-)
Thanks John, all ready finally. I hope all changes work nicely... :D

Re: [GJS_BA] Invasion

Posted: Mon Sep 17, 2012 12:16 am
by k9mike
Granfali, incase you havent seen my email message...Can you please redo our match? I messed up with the game files, plus the force pool selection. Sorry for the err...
Mike

Re: [GJS_BA] Invasion

Posted: Mon Sep 17, 2012 8:57 pm
by Granfali
k9mike wrote:Granfali, incase you havent seen my email message...Can you please redo our match? I messed up with the game files, plus the force pool selection. Sorry for the err...
Mike
Solved Mike ;)

Re: [GJS_BA] Invasion

Posted: Tue Sep 18, 2012 6:56 am
by GottaLove88s
*** NO FIRST TURN BOMBARDMENT **

Granfali asked that we permit both sides' units to move from their start areas before using artillery, naval and typhoons. I suspect that one's for you, Gort? ;-) Yes Mike, regular attacks with tanks, infantry and anything else are fine, lol.

So, as a General Rule, Granfali asked that neither player can set an Arty/Naval/Typhoon request until the clock shows "Turns remaining 21". That would then fall during turns remaining 20, giving both sides at least two turns to move... so shift your asses people! :mrgreen:

NB. I'm working up a code fix to lock them out for the first couple of turns, instead of relying on our terrible memories...

Re: [GJS_BA] Invasion

Posted: Fri Sep 21, 2012 4:42 pm
by Granfali
7PM Lebisey Woods British attack

Granfali - GottaLove88

Battle finished. Map taken by germah side. 8 / 3 withdraws.

Casualities

Germans - II/22/21Pz
5 PzIV
1 251/9
2 251/1
4 Infantry
1 PzShreck
British - 8/3
2 Shermans
1 Bren Carrier
1 Churchill crocodile
4 Firefly
3 Engineer
2 Piat
2 Mortar
6 Infantry
1 Scout

Re: [GJS_BA] Invasion

Posted: Fri Sep 21, 2012 5:07 pm
by GottaLove88s
Granfali wrote:6PM Lebisey Woods British attack

Granfali - GottaLove88

Battle finished. Map taken by germah side. 8 / 3 withdraws.

Casualities

Germans - II/22/21Pz
5 PzIV
1 251/9
2 251/1
4 Infantry
1 PzShreck
British - 7/3C
2 Shermans
1 Bren Carrier
1 Churchill crocodile
4 Firefly
3 Engineer
2 Piat
2 Mortar
6 Infantry
1 Scout
Totally depressing... Granfali genuinely played well... But PzIVs totally outclassed Fireflies every time in a shoot out, even with same number of tanks and multiple angles... Infantry became suppressed everywhere, 4 or 5 at a time, despite force mix of regulars, engineers and flameys... Piats couldn't even suppress from one space away, every time of many times... If I had more tanks and men, I would have lost them too; it was that bad... Sorry lads... Allied Commander shuffles off to commit honorable hari-kari in a quiet wood with good French vino :cry:

Re: [GJS_BA] Invasion

Posted: Fri Sep 21, 2012 6:36 pm
by k9mike
lol...Not that bad Jon...You know that eventually luck of the dice just aint with ya...;)
I know I have been on receiving end of that with YOU...lol
Gerry is putting up a Fight...Ehhh??

Re: [GJS_BA] Invasion

Posted: Sun Sep 23, 2012 4:58 pm
by Granfali
7PM Bayeux British attack

Granfali - Morge4

Battle finished. Map taken by british side. 914 / 352 withdraws.

Casualities

Germans - 914/352
2 Truck
2 Marder III
1 Stug III
5 Infantry
2 Engineer
1 Mortar
British - 231/50
1 Sherman
1 Bren Carrier
1 M5
1 Firefly
3 Engineer
1 Flamethrower
4 Infantry
3 Scout

Re: [GJS_BA] Invasion

Posted: Tue Sep 25, 2012 9:48 am
by GottaLove88s
Hi guys, well done. From the Bayeux cas list, looks like it was a tough one for both sides...

Once this round has ended, let's have an Allied-German "parley" on what's working, what's not working, and maybe what we should add/change/remove to keep it fun for everyone.

Let me kick the ball off...

LOVING:

1. the whole integratedness of GJS, where every battle matters to achieving a bigger picture
2. unit carryover through GJS means we've got to be careful with what we've got; lose it and it's lost forever, lol
3. Granfali's maps are amazing... clever, realistic, gorgeous... there a few small glitches (below) but in the grand scheme of playability, and speed of creation, it's unbelievable what this guy is achieving! Nice :-)
4. unit mods... 8-man infantry, 4-man piats, 3-man mortars
5. extra commands... swap places and smokey mortars work for me
6. the team thang... it's really kinda cool having the five of us (soon to be six) battling it out, waiting to hear how the others do, swapping "war stories"...

NOT EXACTLY HATING, YET, BUT DEFINITELY QUESTIONING:

1. naval arty is a useless bonus... Germans never choose to fight within range (coastal square and one next to it); Germans can actually achieve GJS "total victory" without ever exposing themselves to any naval fire, even with Allied BGs spread all over Normandy
2. regular infantry are feeble... Regular grunts are easily mown down by a combined mortar, MG42 and 251s... even when Allied regulars arrive in cover (house/forest) in large numbers with mortar support of their own... Given that Allies have all of their force strength in infantry (about 650 units vs 350 German regulars), these weaklings are a major disadvantage... with no medic/rally bonus... Once infantry are suppressed they're pretty much dead in GJS, so suppression becomes meaningless
3. allies have nothing effective vs German armour... As I've just experienced, well coordinated Fireflies (the best Allied tank) still lose heavily vs similar numbers of even PzIVs, so it's going to be guttnacht vera lynn (sorry vera, lol) when any panthers/tigers arrive... Piats are only effective from one space away (and seem to take 2 turns to suppress even skinny armour) but smart enemies always keep armour 2-3 spaces away... Weakling infantry only have 2 charges, which can't be resupplied despite Allies possessing mulberry harbours scattered across all 4 beach squares and all 3 coastal towns... and their charges rarely kill and often don't suppress anyhow... Allies only have 30x 17-pdrs for the whole campaign (vs about 50x 88s and 80x 75mmPak40s, the latter being the German 17-pdr)
4. typhoons are a nearly useless bonus... in actual ww2, typhoon squadrons used to wait in "cab ranks" in the sky to be called down by squaddies, immediately as required; 2nd TAF flew an average of 1,200 sorties per day in normandy, so Germans would never move tanks during daylight; Eisenhower credits typhoons with winning d-day because they almost single handedly crippled the most dangerous SS tank divisions (mostly through suppression)... But in GJS, weather seems to have a disproportionate effect; on a cloudy day, typhoons don't just fly less... they don't fly at all (nice to be a pilot, lol ;-))... and even if the lazy sobs did fly, the Germans have their 50x 88s and about 40x wirbelwind AA, so the few typhoons we can use fly occasional aerobatics, rarely damaging anything... quite unlike d-day for real... So with rare typhoons and no other effective method (naval never in range, reg infantry with few/useless charges and easily suppressed ie. dead; piats never able to close to effective range on these maps, with little effectiveness even when they can fire) "normal" German armour has become immune... and the 80 or so panthers and 30-40 tigers will be absolutely invincible... The difficulty will be, against impossible odds, GJS will stop being fun for Allied players...
5. so it feels like real world Allied advantages at d-day, ie. naval arty, mass use of airpower, strong infantry with plenty of charges, don't exist... but real world disadvantages for Germans at d-day, ie. tanks too scared to move during the day, tigers that routinely broke down, panthers that ran out of fuel, don't exist either... So i'm trying to figure out how to keep it fun for everyone???

Did I miss anything guys? Or that sums up your important points?

Bottom line, I'm loving GJS a lot. But there are a few niggles that need to be fixed... And I'm sure there must be some things the Germans want to fix too, right?
:mrgreen: