terminator wrote: ↑Sun Jul 26, 2020 5:42 am
-you could move the embarrassing gun on the left (2)
Agree. At least move the damn thing a bit lower to the corner of the map.
Okay, now the next batch:
7 Barb
- there are 10 prim. VP, but the counter shows only 5 (I think you have wrong obj. links set-up inside the triggers -> to the sec. obj.; also the sec. objective to take all 5VPs);
- also I think that "Mt. La Difesa" is wrongfully a prim. VP, as it seems to not count into the objective and it's inaccessible anyway.
- now in this scen I actually coudld use a second recon plane for the southern part...
- remove the "Chinese Wall" hexes near "Mt. La Difesa", it interferes with the bunkers and messes up unit animation (shoot it with an arty piece and you'll see)
- the whole SW area (and a whole enemy army) near "Hill 366" has no supply when I drive through the basically undefended paved road (between Mt. Rotondo and Mt. Lungo) cutting the map "in half".
8 AnzB
- again a second recon plane would be really nice here
- add some decorations to the large open terrain areas
- I have *two* aux. constr. groups (one predeployed, one undeployed in my force pool). Intended?
- first 7 turns or so, nothing to do, no enemies in sight.. (yeah, one engineer unit...)
- I took Sessano on the same turn as two other prim. VPs and I think the counter-attack was not spawn then (it happened on turn 13!, spawned right into my territory)
- There's something wrong with the "Ponte Rotta" Phase1 prim. obj.: The moment I take it, a US para unit spawns AND the hex ownership of the PonteRotta hex changes to Germany? Same as I capture the "Objective (7th)" hex. Yeah I remember this scen from standalone... and I always hated the endless enemy unit spawns everywhere.
- And I hope "hold Phase1 obj. until end" doesn't mean "at all times", because if it is, it's not failing the obj., as I've lost some of them temporarily and still got a MajorWin.
- What's all that talk about the British shooting at me from the west? Is there some trigger mechanism involved once I step "over the line"?
9 AnzS
- God, please stop spawning fresh enemy units next to mine!!! It's not the amount of troops, but the spawn locations in the "middle" of the map (or at least in the middle of the battle)...Why do I have (or need) recon when enemy units can simply magically appear right inside the battlefield out of thin air?
- enemy air was good. Got the warning popup, spawn location's okay
- otherwise GREAT massive defensive battle. Lots of fun, maybe that's why even small details/issues appear super annoying...
campaign event: "
Seige epilogue"
10 AnzBO
- FYI: my RP balance after repairs: red: 417, blue: 197, core: 2708
- not sure if it's an oversight, but I could buy the M4A3 105mm tank in this scen (Besides the Gabe-Mod specific units that you could not block). So I did.
- aux. 5th army heavy AA unit w/o transport? Yeah, I can use train transport, but still...
- why do I need to finish in 28 turns if there's a 30 turn limit???
- again too much difficult terrain everywhere IMO
11 Dragoon
- the road one hex below "Nice" is going through water; same with the road on the SW hex next to "Ceyreste" and another one through the lake NW of "Marseille".
- where is "Cannes"? The hex needs a flag for the name to be displayed!
- Heeeeey.... I took the Phase1 objectives in time and then some flanking force appeared near Nice and recaptured it. Then the objective changed to "failed"? You didn't say to hold the objective at all times (at scen end, of course)... had to reload that turn.
- and please, please, please, stop it already with the unit spawns in the middle of the map and in the middle of the turn (i.e. "TF Butler" VP - I don't mean the non-combatants).... always cutting my supply or they teleport next to already battered units... Murphy's Law. Use forests or towns to conceal them, but predeploy them! (or in this case you could easily spawn the infantry at the northern map edges, driving south. Would accomplish the same thing). This is so frustrating. Strangely it's not so bad when you do the spawn thing with my own units, though... LOL
- I think it would not break the balance (e.g. turn limit) if you would add some light resistance to the "Grenoble" or "Gap" VPs (bunkers/foxholes?) and it would be a more interesting ride than taking vacant town hexes...
12 DraII
- there's a "11 DraI" scen inside the campaign. Probably some old scen remnant; I think you can remove it(?)
- suggestion: add obj. hex markers to the towns of the prim.obj. "clear around V. and E."
- FYI: Now I can also buy/upgrade to the M36 Jackson AT unit, and I did. And the "Calliope" in arty mode, but didn't buy it.
- the "30 damage to trucks" objective is a bit unfair, as there are only three trucks on the whole map (that makes it unachievable at all in lower diffulties!) - and once they leave on turn 8 or so, the scen becomes unwinnable. Either add more trucks or lower the required damage (i.e. difficulty level1: 3 trucks x 6 HP = 18 damage max.!)
- add some more supply to the whole NE enemy group. Their main supply hub is on the other side of the map!
Zekedia222 wrote: ↑Wed Jul 29, 2020 2:21 am
So far, no battles have turned to slogs where you make little actual progress. Around the time that feeling starts up, I break through the enemy lines, and crush them. There’s always progress being made!
Fully agree on this statement!
What I'm missing personally is a real core force of my choosing. Specially different planes and some more tanks. I do get why you did set up the campaign the way you did, but this is still an aspect I'm missing. My core forces are my "baby"; I get to pamper them, enhance and upgrade. I miss that.
But putting that aside, everything else is great. Sure, sometimes I get easily agitated by some "issues" I think shouldn't happen or at least shouldn't happen like that, but I'm also fast to cool down, so all's good...
I find myself
wanting to continue playing your campaign and that's all I care about. As long as it's fun and interesting, I'll continue playing.