Re: Free France Campaign
Posted: Wed Feb 03, 2021 1:01 pm
About last version of 07OperationLilaDenied:
Already a much better land challenge
, 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
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".
-> 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...
Then, why have we the event about naval mines only at the start of the 4th turn?
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?
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!
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!
Trust me, I've seen the difference!
And this "just" because we've lost one bunker for a much less defensively efficient building! But this is great!
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.
)
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!
), 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!
(
)
Right now, they have no AI Team...
The NW SS group could have the "NW Attack" AI Setup (the 9th) and ... well, the 11th for the other? 
Already a much better land challenge
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
-> The building name "Capitaine de Port" would look better, more "Frenchier" that is, like this: "Capitainerie du Port".
-> 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...
Then, why have we the event about naval mines only at the start of the 4th turn?
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!
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!
Trust me, I've seen the difference!
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.
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.
Right now, they have no AI Team...