conboy's campaigns

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Mascarenhas
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Re: conboy's campaigns

Post by Mascarenhas »

Volturno scenario didn't worked properly with me. On spite of occupying the exit hex before turn 15, its completion mark never appeared, and I got a minor.
conboy
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Re: conboy's campaigns

Post by conboy »

Thanks, I'll check it out.
OK found the problem. I'm baffled why this didn't show up before...

I think you were talking about the exit hex in the 5 Sale (Salerno) scenario that had to be taken before Turn 15. I found an error -- no reciprocal objective for the enemy -- but am baffled that this didn't turn up before!

ALL: if you have downloaded the campaign and haven't gotten to 5 Sale -- Salerno -- please download this updated scenario and paste it over the existing 5 Sale in the campaign folder. Here's the link to the updated scenario:
http://www.mediafire.com/file/mgyu7zcxm ... e.zip/file

If you haven't downloaded the campaign, the updated campaign is in the Original Post.

conboy
Parallax
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Re: conboy's campaigns

Post by Parallax »

Just finished campaign and want another one :D Anzio's last stand was the best scenario ) Thanks!
conboy
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Re: conboy's campaigns

Post by conboy »

Parallax,
Thanks for the compliment!
I'm glad you made it through, I was afraid it was too long. But I took the campaign where the story went...

thanks again!

conboy
stevefprice
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Re: conboy's campaigns

Post by stevefprice »

conboy, just downloaded this and giving it a go, looks like a tremendous amount of work has gone into it! Love the Casablanca movie nods :D
conboy
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Re: conboy's campaigns

Post by conboy »

Great, Steve -- couldn't have a Casablanca scenario without Peter Lorre!

Say Steve, I'd appreciate any feedback on this. It's not a beta but if there's anything wrong with it, I'd like to get it fixed up all nice and shiny.

So, any foul-ups, I'd appreciate a note. You can post here or PM me, whatever blows your skirt up.Also if you make it all the way through, I'd like to know that as well.

enjoy and thanks for letting me know!

conboy
stevefprice
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Re: conboy's campaigns

Post by stevefprice »

conboy wrote: Tue Dec 01, 2020 4:32 pm Great, Steve -- couldn't have a Casablanca scenario without Peter Lorre!

Say Steve, I'd appreciate any feedback on this. It's not a beta but if there's anything wrong with it, I'd like to get it fixed up all nice and shiny.

So, any foul-ups, I'd appreciate a note. You can post here or PM me, whatever blows your skirt up.Also if you make it all the way through, I'd like to know that as well.

enjoy and thanks for letting me know!

conboy
Sure, of course. Happy to :)

I'll get my cronies to have a go too.
conboy
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Re: conboy's campaigns

Post by conboy »

Super, thanks!

I didn't make it just to take up room in my Mediafire folders. Enjoy!

conboy
timberwolf15
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Re: conboy's campaigns

Post by timberwolf15 »

Hey Conboy I just downloaded your campaign US 3rd Infantry Division thanks for all of your hard work - I have not read ANY of this thread only the first post by you so that I could get the link ... Ok so I downloaded version 1.3 the "text_english.txt" file for this download reads:

// NAME
name = US 3d Infantry Division v1.02
.01 Temporarily updates for a flaw in the 2 Lica scenario.
.02 Temporarily updates for a flaw in the 6 Volt scenario objective flags.


You may be aware of this already again I have not read any of this thread anyway it reads v1.02 instead of v1.03 so this may need to be changed again as I encounter concerns I will post stuff that you may already be aware of - again, thanks for all your hard work. !!
conboy
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Re: conboy's campaigns

Post by conboy »

Thanks Gunny!

Keep'em coming!

Hope you enjoy it.

conboy
timberwolf15
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Re: conboy's campaigns

Post by timberwolf15 »

Just finished the first two scenarios the first info thing and Torch. Immensely looking forward to the rest of the campaign - Its great to get the background info and the RCT stuff and then how you had the units split up with colors is genius. Torch is great there is a lot to consider and think about before a move is made even though the map is not huge - this map size is great for many reasons including the load times are reduced so its more enjoyable and there still is plenty of strategy. Of course I had to play Torch twice to figure out the obvious.
  • o
When the first text is read about the campaign it reads "This is the story in scenarios .... " in this text it says something like "and were the were the only " instead of I think "and were the only " this is at the very opening statement when the campaign is launched.
  • o
The Campaign map is wonderful there seems to be no scenario list file but who needs a spoiler anyway in addition the Campaign map shows one what is happening anyway good job.
  • 0
The pic of the Campaign Launch Screen is cool too. Then all the other pop up pics and stuff is welcomed too.


Patton needs me in Sicily so off I go.
conboy
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Re: conboy's campaigns

Post by conboy »

Gunny, I really REALLY appreciate this commentary.

conboy
stevefprice
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Re: conboy's campaigns

Post by stevefprice »

Hiya conboy,

I'm on '3rd' scenario moving east along the top of Sicily.

One of my fighters strayed too close to AA whilst scouting so I used the exit point to send it to get repaired.

My plan was to redeploy it once I'd taken and advanced past the airfield next to first objective. However, I was unable to redeploy it after repair and had to carry on without it.

Is this deliberate for historical reasons?
conboy
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Re: conboy's campaigns

Post by conboy »

Steve,
No, It's an error that needs to be fixed.
Thanks for reporting! I hope you made it through the scenario without that plane...
Please continue playing and reporting. Again, this is not a beta but whatever you guys find, I'll fix and update.
I'll wait till I get several minor ones or a biggun that seriously affects gameplay.

conboy
timberwolf15
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Re: conboy's campaigns

Post by timberwolf15 »

stevefprice wrote: Mon Dec 07, 2020 7:05 am Hiya conboy,

I'm on '3rd' scenario moving east along the top of Sicily. (This is the Husky Scenario Sicily: Licata to Palermo )

One of my fighters strayed too close to AA whilst scouting so I used the exit point to send it to get repaired.

My plan was to redeploy it once I'd taken and advanced past the airfield next to first objective. However, I was unable to redeploy it after repair and had to carry on without it.

Is this deliberate for historical reasons?
The same thing happened to me in the Palermo scenario regarding a fighter this may be the scenario this gentleman is referring too. The ships were sent away then the planes were sent away leaving me three corps aircraft the 3D ID Tac Air ( the invader and two lightnings) it also left one of the p 40's which I sent to the exit hex as my airstrip was not yet built the other two planes disappered as the ships vanished too anyway maybe this is the same he is referring to.

Regarding Palermo
  • o
Thanks for the Disband asterisk in the info I would have been otherwise clueless about how to turn it back in thinking perhaps I could sell it or something.
  • o
Had to play the scenario twice to win it followed the orders more the 2nd time and ran the right flank as I was ordered it worked out :) Thankfully I was able to get the last 2ndary objective of the 21 of them on the very last turn only because the brilliant designer set it up to where if I get within 1 hex of the town they surrender this town was on the other side of the river so it was going to take me two turns and I only had one but when I put the unit in the river hex it changed - Uh, thanks for NOT having something stupid like a Tiger tank sitting in Palermo.
  • o
The airstrip for me in this Palermo scenario is unnoticeable it is near the big naval gun thing when the map starts I was able to land planes on it later on but then I did build an airstrip with the Construction crew in a hex next to this airstrip - maybe that is what allowed it to be used. When I press the space bar it does not show any supply to it but I could land on it who knows maybe its there on purpose. In other scenarios of Order of Battle the airstrips have a number assigned to them when space bar is pressed.
  • o
The Husky briefings are great they give important info and it turns this into so much more than well ok plop some units down on the map hope this works. Its more realistic. Its great to have a plan then change it as needed if events change.
  • o
The very first S1 briefing it reads Do Not upgrade the heaving inf or or - or is printed twice it may be unavoidable to get rid of this I think the briefings I made did similar things.
  • o
Husky is another great scenario and realistic in with them surrendering as soon as the military shows up this is what happened plus the wanted a change the got rid of Mousulini - spelling who cares.
  • o
One of my favorite things is I can play this and be successful with having it on medium difficulty many other custom campaigns I have to play it with the enemy only having strength of 8. Also again the load times are nice the in between turn load times.
  • o
And the AI setups are working sometime they attack other times retreat sometimes will come take a position other times wait - this adds a lot of enjoyment.
  • o
Oh I had a primary objective problem I will discuss in a future post in here.
timberwolf15
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Re: conboy's campaigns

Post by timberwolf15 »

Ok here is the other thing. By turn 6 I had gotten all of the Primary Objectives needed by turn 7 and when I clicked on the turn / date thing in bottom right it showed it had gone green wheeee but then when I clicked on this again in a later turn ( turn 9) it had gotten rid of the green check ....
primary 2.jpg
primary 2.jpg (954.13 KiB) Viewed 1763 times

primary 3.jpg
primary 3.jpg (943.96 KiB) Viewed 1762 times
Of the Secondary Objectives they turned green well the one where you need to get all 21 of them
the Pontoon bridge did not turn maybe this was because I had to make a pontoon bridge ??? Or maybe because I needed to rather than take the hex the Secondary Objective referred to I had to take the flag there ??? or maybe the flag makes the adjoining hex not show as being taken. ... ???
The south Mara Pontoon bridge can't get this Objective to Trigger must I build a bridge with an engineer unit. ??
timberwolf15
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Re: conboy's campaigns

Post by timberwolf15 »

ImagePalermo End by Jim Smyth, on Flickr

Ok so at the end I do not get the Primary so it gives me a Draw but so I have to do the #igotnukes cheat to progress in the Campaign

ImagePalermo Draw by Jim Smyth, on Flickr
conboy
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Re: conboy's campaigns

Post by conboy »

Gunny, Steve,
The fighters in 2 Lica (Licata to Palermo) are not supposed to be able to come back once they leave. The Pop-Up says:

"The Seventh Army P-40s are running out of fuel and must report for other missions.
You still have the remaining TacAir support at your command. "

But in the 3SanF (San Fratello and Brolo) the planes should be allowed to come back, as they are now part of the 3d ID team. Thanks for your comment Steve, because of it I learned that you should provide redeployment hexes along with the exit hexes, just to be sure. I cannot figure out why the airfield at the first objective can't be used for deployment. I have a request on the forum for help.

UPDATE: The airfield has to be in allied hands for 3 turns (Flag has to be all the way up) for the airfield to be used as a deployment hex.

Thank you gentlemen playing and giving feedback! I didn't make this campaign to sit in my Mediafire box -- so your comments are very much appreciated. I'll update both of these when a critical fix is needed.

Gunny,
I fixed the Phase I Objectives -- I think you probably had one retaken between Turn 6 and Turn 9. So now, the objective is achieved when the VPs are taken, and won't be undone if some unit slithers in while you're not looking.

keep awn keepen awwwn!

conboy
Last edited by conboy on Tue Dec 22, 2020 9:57 pm, edited 1 time in total.
stevefprice
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Re: conboy's campaigns

Post by stevefprice »

conboy wrote: Mon Dec 07, 2020 11:53 pm Gunny, Steve,
The fighters in 2 Lica (Licata to Palermo) are not supposed to be able to come back once they leave. The Pop-Up says:

"The Seventh Army P-40s are running out of fuel and must report for other missions.
You still have the remaining TacAir support at your command. "

But in the 3SanF (San Fratello and Brolo) the planes should be allowed to come back, as they are now part of the 3d ID team. Thanks for your comment Steve, because of it I learned that you should provide redeployment hexes along with the exit hexes, just to be sure. I cannot figure out why the airfield at the first objective can't be used for deployment. I have a request on the forum for help.

Thank you gentlemen playing and giving feedback! I didn't make this campaign to sit in my Mediafire box -- so your comments are very much appreciated. I'll update both of these when a critical fix is needed.

Gunny,
I fixed the Phase I Objectives -- I think you probably had one retaken between Turn 6 and Turn 9. So now, the objective is achieved when the VPs are taken, and won't be undone if some unit slithers in while you're not looking.

keep awn keepen awwwn!

conboy
Ta conboy.

Currently on the Anzio scenario and on my 3rd go at it as I'm struggling to get units up north fast enough for turn 12 :)

No other issues yet and didn't have gunny's issue.
conboy
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Re: conboy's campaigns

Post by conboy »

Make sur e you use the railroads for the artillery and the tanks. I think there are 3 railheads at anzio-nettuno and can unload at first overpass and the town (if my memory serves me correctly). The jackrabbit units (meaning the cannon companies and tank destroyers) can go to the right of the woods!

Conboy
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