Free France Campaign

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ColonelY
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Re: Free France Campaign

Post by ColonelY »

About last version of 07OperationLilaDenied: 8)

Already a much better land challenge :D , indeed, despite one "detail" :| I'll mention soon...

First, three very little elements:

-> The event "No Air Support, SVP"... as it's a message sent by "Amiral Jean de Laborde", then what about :idea: targetting his unit (if still not destroyed) when this event pops-up?

-> The building name "Capitaine de Port" would look better, more "Frenchier" that is, like this: "Capitainerie du Port". :wink:

-> About the Kriegsmarine's raid... their little land supply output (extra 10 pts) isn't needed... 2 pts required per unit, already 3 granted per each of theirs ships... :wink:

Then, why have we the event about naval mines only at the start of the 4th turn? :?
:arrow: I would say at the latest at the beginning of the second round or rather when we move one of our "scuttle ships" for the very first time? :wink:

How was my (main) land battle?
Three "fronts", as before: one in the SW, one more in the NW (near the 2 bunkers of QG) and the last in the SE...
When the renforcements does show up:
-> Situation in the SW: still battling, but winning...
-> Near the QG's bunkers: whiping the Germans out... only one very depleted Motorcycle and the motorized artillery left (well, perhaps just the turn after the spawning, but doesn't change much anyway)
-> Situation in the SE: There much more challenging! :D Why? Well, changing the ex-"City Hall" now "Capitainerie du Port" (which sounds better in terms of immersion... it's a harbour city, after all!) from a concrete bunker to a factory building, even entrenched, means that the German NE group won't be delayed much, and actually that they won't almost be delayed at all! :? But that's perfect like this. The consequence of this is that both the German NE and SE groups will concentrate their efforts relatively soon... then, the player can't use all his strenghts at disposal in the SE to destroy entirely the German SE group before turning his attention towards the incoming German NE group... now they're almost together, the Frenchies have a much more difficult task there.
I was first winning against the German SE group, then was forced to bring units back towards the Arsenal as most units of the German NE group were closing in... then even had to establish a defensive line behind the Arsenal and between this hex and the nearby wall... 3 hexes to block... 3 French regular infantry units, 2 heavies, 1 Panhard, 1 supporting artillery unit and few partisans... in front, a total of 4 German tanks and 2 mobile artillery units, plus their infantry... hem... That was something! :twisted:
Trust me, I've seen the difference! :lol: And this "just" because we've lost one bunker for a much less defensively efficient building! But this is great! :D
It's only at the beginning of the 16th turn (so 8 turns later and at the 2nd third of the scenario) that I was able to really regain the ascendancy and get out of this defensive configuration to start pushing them back effectively and to finally be able to start a whiping up operation. (I've even used the help, one or two times, of the little gun support of our tiny Free French units. :wink: )

:idea: Now, if you want to help a little the player, what could be added on the Free French side is another AT-gun unit, this time on the eastern side. Let's say a weak "Hotchkiss 25mm" (for a change, too! :wink: ), and deployed from start just one hex South of the Arsenal building/factory!

So, back to our SS units!
The Germans are in trouble in the western part when these SS show up, so that's perfect!
In the NW, they'll come just in time (or a little while after) to help or rather replace the badly damaged German units...
In the NE, they arrive to push South and join the battle there... thus, once they'll reach, prevent the player for going on a counter-offensive or for delaying this, at least.

:!: BUT (and that's the "one "detail" I'll mention soon") these SS need to move, to do something! :evil: ( :wink: )
Right now, they have no AI Team...

:arrow: The NW SS group could have the "NW Attack" AI Setup (the 9th) and ... well, the 11th for the other? :idea:
Last edited by ColonelY on Wed Feb 03, 2021 1:27 pm, edited 1 time in total.
ColonelY
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Re: Free France Campaign

Post by ColonelY »

Two more elements related to this last version of 07OperationLilaDenied: 8)

1. Coastal guns:

6 remaining once all enemy destroyers or light cruisers have been destroyed (4 intact, 1 at 6-strenght, 1 at 5)
Yeah, I did worse than the first time... as I've moved the single AT by one hex instead of two Inside the wall-system (!), it hasn't been targeted and destroyed by shots from the nearby 2 DDs and 1 light cruiser... thus they've focused on coastal guns instead one more turn... then I've seen that sometimes 2 torpedo sets wasn't enough to sink a light cruiser - because it has moved previously?... and once a cruiser moved out of reach of my slow torpedo planes to take some shots, thus gaining one turn to shoot... anyway!)

6 remaining still at the end of the battle, but the two enemy motorized artillery units have taken several shots at one of them as well (yet only 3 intact, 2 at 6-st and 1 at 5... so one of them has changed from intact to 6-strenght pts only... :x )

So, keeping 6 coastal guns able to fire after the naval battle, it's perfectly doable. 8) But there is the risk that the enemy mobile artillery finish to destroy one of the already damaged (why not, it's possible!) coastal gun... :? thus making the player failing this objective. :shock: And that's certainly not the goal. :wink:
And one can't say to the AI "don't take shots at defensive structures" or something, because it would make no sense if the bunkers and factories aren't taken as target.
:arrow: But due to this "new" aspect (they can now fire at coastal gun because they are no longer whiped out before being able to do so!), we may have to :idea: consider adapting this obective as "Keep at least 5 coastal guns firing" (5 instead of 6, thus making it almost impossible for these artillery units to have a decisive impact on this objective).


2. :idea: Possibility to add another nice event once the "Capitainerie du Port" is lost for the Frenchies... as the Germans will find there many papers, like a full list of all warships at anchor inside the harbour... :D
ColonelY
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Re: Free France Campaign

Post by ColonelY »

You see, I did my homework, I could see that the SS were not moving. 8) (Aha, were you trying to test if we're really doing our tests efficiently? :o ( :wink: ))

But it's good to see them like that on the map :| , as it helps to picture, in the heat of the moment, whether it's well balanced, too weak, or exaggerated (as reinforcements). :arrow: Here I'd say it's well balanced and, what's more, they come at the right time! :D

All that remains is to make them active... :wink:
ColonelY
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Re: Free France Campaign

Post by ColonelY »

And, once you've some time for it, there may still be this little something: :wink:
ColonelY wrote: Tue Feb 02, 2021 2:45 pm 06BirHakeim: 8)

Here as well, you should take into account the campaign variable giving (or not) the first bonus in XP for the Free French planes! :wink:

[...]
bru888
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Re: Free France Campaign

Post by bru888 »

Good grief, I forgot to assign the additional SS troops to an AI team. :oops:

Which means, Colonel, your latest test is invalid as to gameplay balance.
- Bru
ColonelY
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Re: Free France Campaign

Post by ColonelY »

bru888 wrote: Wed Feb 03, 2021 2:31 pm Good grief, I forgot to assign the additional SS troops to an AI team. :oops:
No worries, it happens. :wink:

bru888 wrote: Wed Feb 03, 2021 2:31 pm Which means, Colonel, your latest test is invalid as to gameplay balance.
:lol: No, not at all! 8)

Indeed, I'm almost sure it is still valid. :wink:

Look, there are two new groups that spawned, so...

1. As the German were almost entirely whiped out from the NW sector of the map (with my own nearby forces in really good health) when the NW SS group spawn... 'could be handled, it's certain.

2. And down in the SE, I was holding... the time they would reach this part of the battle, I would still be holding, that's certain as well (because I did it anyway!). It's just that they would prevent me for counter-attacking there as soon as I did.. basically, that should be all! So, not a real problem. :wink:


:arrow: AND the other points, elements, suggestions, and so on, already written about this splendid scenario are still to be considered. :wink:
ColonelY
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Re: Free France Campaign

Post by ColonelY »

Anyway, I'll test it again later, that's sure as well. :D So no worries about that! :wink:
bru888
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Re: Free France Campaign

Post by bru888 »

And now you are starting to shade over into Gabe's territory concerning the coastal guns. You, an experienced player who knows what to do with the torpedo planes, barely escaping a loss. I have to provide for all types of players, within reason, and Gabe said it was difficult as it is . . .
- Bru
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Wed Feb 03, 2021 1:24 pm And, once you've some time for it, there may still be this little something: :wink:
ColonelY wrote: Tue Feb 02, 2021 2:45 pm 06BirHakeim: 8)

Here as well, you should take into account the campaign variable giving (or not) the first bonus in XP for the Free French planes! :wink:

[...]
This had been done before you brought this up which is why I didn't respond to it.

According to this schedule, Bir Hakeim needs only the first air experience trigger:

Image0272.jpg
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That is done here:

Screenshot 1.jpg
Screenshot 1.jpg (278.96 KiB) Viewed 1180 times

Bir Hakeim initiates the second air experience trigger with this objective:

Screenshot 2.jpg
Screenshot 2.jpg (244.36 KiB) Viewed 1180 times

Which is why this set of of triggers is needed for OLD, as we discussed previously:

Screenshot 3.jpg
Screenshot 3.jpg (267.32 KiB) Viewed 1180 times

Note: The base experience level changes from 4 to 5 as the player moves from BH to OLD.
- Bru
bru888
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Re: Free France Campaign

Post by bru888 »

bru888 wrote: Wed Feb 03, 2021 3:24 pm And now you are starting to shade over into Gabe's territory concerning the coastal guns. You, an experienced player who knows what to do with the torpedo planes, barely escaping a loss. I have to provide for all types of players, within reason, and Gabe said it was difficult as it is . . .
Going back to this. It's the law of unintended consequences. Have you noticed that each coastal gun is "shielded" by inland escarpments? That's to prevent German land units from attacking them and unbalancing the sea battle. But then you requested artillery units . . .

This was supposed to be a raid, not a pitched battle. It was not expected (nor, to be honest, did it occur in real life) that there would be a major battle in the city. The Germans used tanks for the raid, yes, and recon and infantry in trucks. I really don't see them planning to use artillery to shell a harbourmaster's office.

Here is the decision: I am going to be removing all German artillery from the scenario. I'll replace them with StuG and Marder mobile AT guns. See if that rebalances the sea battle as being reasonably achievable with a threshold of 6 coastal guns out of 12.
- Bru
ColonelY
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Re: Free France Campaign

Post by ColonelY »

:o NOOO! :shock:
bru888 wrote: Wed Feb 03, 2021 3:45 pm
bru888 wrote: Wed Feb 03, 2021 3:24 pm And now you are starting to shade over into Gabe's territory concerning the coastal guns. You, an experienced player who knows what to do with the torpedo planes, barely escaping a loss. Hey, it was not that dramatic! :lol: :wink: I have to provide for all types of players, within reason, and Gabe said it was difficult as it is . . .
Going back to this. It's the law of unintended consequences. Have you noticed that each coastal gun is "shielded" by inland escarpments? That's to prevent German land units from attacking them and unbalancing the sea battle. But then you requested artillery units . . .

This was supposed to be a raid, not a pitched battle. It was not expected (nor, to be honest, did it occur in real life) that there would be a major battle in the city. The Germans used tanks for the raid, yes, and recon and infantry in trucks. I really don't see them planning to use artillery to shell a harbourmaster's office.

Here is the decision: I am going to be removing all German artillery from the scenario. WHAT? Oh no, please no, they are a great addition! See if that rebalances the sea battle as being reasonably achievable with a threshold of 6 coastal guns out of 12.
I've only lost 4 strenght points on 1 single coastal gun unit... I've just warned you about this small element, that's all!

:shock: You shouldn't remove these motorized German artillery units (it's an awesome part, and they come with two different kind of units, and...)...

To have some safety margin of maneuver, if you need to change something, just a threshold of 5 coastal guns out of 12 will do the trick! (No longer the initial 4, perhaps not any longer the actual 6...)
ColonelY
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Re: Free France Campaign

Post by ColonelY »

Besides, you said it yourself: the easiest way to adapt the difficulty is by modifying (if needed) these two tresholds... so...
ColonelY
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Re: Free France Campaign

Post by ColonelY »

:arrow: In case you're still not really sure about it, I mean about keeping these 4 superb units (yes, please, do keep them!), let's do it like this:

:idea: At least don't remove them now :!: , change all the rest, make these SS able to move... and let's try all that again! :wink:
Last edited by ColonelY on Wed Feb 03, 2021 4:03 pm, edited 1 time in total.
bru888
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Re: Free France Campaign

Post by bru888 »

Sigh. ( :wink: )

Oh, alright. I hope you are right, Colonel. I feel confident that you are but I wonder whether you have taken into account the fact that you are a superior player and perhaps you are drawing the line of player competence a bit too high.

Ok, decision rescinded. I will adjust the level of coastal guns to five.
- Bru
ColonelY
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Re: Free France Campaign

Post by ColonelY »

Phew, I'm breathing. :D Damn, you scared me on that one. :x ( :wink: )

So, they're kept... phew... thanks a lot! 8)

A "superior player"? :| Perhaps, not sure at all :lol: ( :wink: ), but thanks as it's always nice to read. :D
ColonelY
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Re: Free France Campaign

Post by ColonelY »

07OperationLilaDenied: 8)

So, with these points settled, I mean the SS AI setup and the coastal guns threshold, well, if I summarize a little, there would remain the following points (if not yet covered :wink: ):
(Usually I don't do this kind of thing, but, well, why not a little summary for once?)
ColonelY wrote: Wed Feb 03, 2021 1:01 pm [...]
-> The event "No Air Support, SVP"... as it's a message sent by "Amiral Jean de Laborde", then what about :idea: targetting his unit (if still not destroyed) when this event pops-up?

-> The building name "Capitaine de Port" would look better, more "Frenchier" that is, like this: "Capitainerie du Port". :wink:

-> About the Kriegsmarine's raid... their little land supply output (extra 10 pts) isn't needed... 2 pts required per unit, already 3 granted per each of theirs ships... :wink:

Then, why have we the event about naval mines only at the start of the 4th turn? :?
:arrow: I would say at the latest at the beginning of the second round or rather when we move one of our "scuttle ships" for the very first time? :wink:
[...]
:idea: Now, if you want to help a little the player, what could be added on the Free French side is another AT-gun unit, this time on the eastern side. Let's say a weak "Hotchkiss 25mm" (for a change, too! :wink: ), and deployed from start just one hex South of the Arsenal building/factory!
[...]
:arrow: Yes, this little AT unit may prove to be really useful there. And we've added 14 enemy land units (4 artillery units, phew, plus 10 SS units - but it was really much too easy on the land side!), so adding a single small unit for us shouldn't be much of a problem anyway... :wink:
ColonelY wrote: Wed Feb 03, 2021 1:17 pm [...] :idea: Possibility to add another nice event once the "Capitainerie du Port" is lost for the Frenchies... as the Germans will find there many papers, like a full list of all warships at anchor inside the harbour... :D
bru888
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Re: Free France Campaign

Post by bru888 »

See the Bru's Scenarios thread for details on OLD v1.6.

No further popup messages. Regarding the timing of the German naval mines message, I'm trying to space messages out a bit. Turn 1 is too soon for a message, right after the four introductory messages. Turn 2 is for the "Germans entering Toulon" message, to alert the player as to what is happening (and introduce the German Division names). Turn 3 is for the "Laborde: no air support SVP" which the player must know not to attack German land units with the Vildebeest bombers (or else). So Turn 4 is the earliest for the "Heinkel He 115s drop mines" message which is for information purposes only.

Free France 1940-1945 v0.13 has been uploaded. It includes the edits to Operation Lila Denied that are contained in version 1.6.

Free France 1940-1945 (seven scenarios)
- Bru
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Re: Free France Campaign

Post by bru888 »

Look, I'm not mincing words here! :x ( :wink: )

Screenshot 1.jpg
Screenshot 1.jpg (296.69 KiB) Viewed 1144 times
Screenshot 2.jpg
Screenshot 2.jpg (306.06 KiB) Viewed 1144 times
- Bru
ColonelY
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Re: Free France Campaign

Post by ColonelY »

Beautiful! :D

=> This event, well, with its text of course, may lead us to think already that this scenario will be both very complete but also quite immersive... so it looks very good! 8)


:idea: Perhaps this picture (converted to simple grayscale) may be used as background for the red DISMISSED?
https://www.google.ch/imgres?imgurl=htt ... egUIARDFAQ
bru888
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Wed Feb 03, 2021 9:24 pm :idea: Perhaps this picture (converted to simple grayscale) may be used as background for the red DISMISSED?
https://www.google.ch/imgres?imgurl=htt ... egUIARDFAQ
Too cute.
- Bru
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