Normandy UK & Canada 1944, v2.4, continued
I'm almost through with it, and my summarized conclusion would be like this: Difficulty seems okay for level 3, maybe even on the easier side. Should be doable on higher difficulties, too. I had no problem with RP balance, mostly you were quite generous here. Overall I'd say that difficulty dropped significantly in the later scens, and my suggestions will reflect that: I'll
try to formulate my suggestions to keep the level-3-balance interesting.
07JunoD2
It's a large map and I have many units, but it seems empty. I'm not a sucker for large maps, but I thought of giving it a go nonetheless. After 7-8 turns nothing happened essentially, so I skipped the scen. Yeah I know, I'm impatient. Sorry, but I can't give any meaningfuly feedback here.
08Mesnil
- played good, maybe add 1-2 turns
19Carpiquet
- not enough player supply for all CP (-10). And I think I could've had even more with some of the WarEcomomy (and similar) specs. Add about +15, I guess
- enemy AA perfect, but I have too many airCP
- please add more enemy armour and infantry! I had like 130-140 land CP available. That is a HUGE army: Mission objectives achieved by turn 11, Tabula Rasa by turn 20
The downside when playing with the Canadians remains. It's a pity they have no units in the vanilla game to buy basically. No new units, no upgrades, no recon planes, no nothing. For the rest of the playthrough, I chose my
British core from the other branches.
You really have to be really creative to make the FreeFrance campaign work like this! It's annoying playing a campaign without being able to change your core force composition even a little bit on your own....
25Verrieres
First I've used #warbonds to
subtract myself about 10000RP (seriously!), that I've accumulated when "nuking" though the larger scens. I guess no RP worries in this campaign...
I've kept about 1000RP left - after repairing all units - for mission RP start-end-balance comparison. I'm always elite repairing and had no RP problems for the rest of the campaign so far. All's good here IMO.
- add more supply for the Germans, they went into undersupply after the first VP was taken
- I'd suggest about 9 landCP less for the player
27Beny
- no scen issues, maybe add 1-2 turns for convenience
30Bonfait
- some supply locations seemed arbitrary, better use city/town hexes
- balance suggestion: get rid of one enemy arty and add some attack on my flanks as well. It's a purely defensive scen and the Germans need more infantry and armour! I think it's a bit easy like this
26Bois
- there're two (German) Hotchkiss tanks on the field. They are named "...StuG". Intended?
- only one (the leftmost) of the air-exit hexes actually works! And BTW, the RP-damage on the planes I've lost due to them being unable to exit the map was the most damage the enemy has done to me in this scen....
- you can easily increase the sec. obj. damage to 24 or even 30 damage.
- the southern enemy column (Point 192) could use some armoured vehices & a (weak) arty unit
- without increasing the player's landCP, you could add some flanking attack to my north-eastern territory as well
- with no enemy air opposition and no enemy AA, I'd suggest to (at least) halve the player's airCP points.
29Bistiere
- add some supply to "La Graviere"
- add some turns to allow achieving the sec. objective, please. It's hard as it is to destroy units in OoB, especially when they're running away in transports that are faster than my units (without)...and additionally I made the "error" of placing a couple of mines on the road, that delayed them too much...
- maybe remove the "forward" deployment hexes to deny the player the opportunity to place mines...
32Gaumesnil
- I'd suggest to reduce player landCP by 9-12
This campaign is well done! Thanks, it's fun and plays superb!
