Because for me, Tunis 1.07 scenario still needs testing...
Terminator's Scenarios
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terminator
- Field Marshal - Elefant

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terminator
- Field Marshal - Elefant

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Re: Terminator's Scenarios
There is a Supply Bug(-1) for the British(I had to add a truck at the last minute to a unit explaining the -1):
What faction exactly? Indian National Army?
I have converted 2 British Infantry -> 2 British Colonial Infantry(for a faction, 2 units are the minimum):
PS: I’ll see what I can do for the Free French...
Re: Terminator's Scenarios
Well, the British themselves do have some "Colonial Infantry" in their roster.
So, to represent the Indians, you can simply put some of them directly under the British flag, because a big part of their officers was anyway British at that time (example: https://en.wikipedia.org/wiki/4th_Infan ... on_(India))... I think it's easier that way, because you don't have to add another "real" faction.
Actually, I wouldn't convert too much of these "regular" British Infantry, because there was some as well, but rather add several new units (from both sides - remember the possible southern flank maneuver!)
As for the Frenchies, you can unlock the France or Free French faction in the Editor, select several units of "French Infantry" there, change the flag then (as if you were about to click on the unit of another faction) and then click on map with the previous selection still valid... that way you can add some Frenchies, via some "French Infantry", directly under the British flag as well, for they were considered as an "Allied formation" at that time and location...
Or you can unlock a new faction for them, if you prefer - it's up to you!
So, to represent the Indians, you can simply put some of them directly under the British flag, because a big part of their officers was anyway British at that time (example: https://en.wikipedia.org/wiki/4th_Infan ... on_(India))... I think it's easier that way, because you don't have to add another "real" faction.
As for the Frenchies, you can unlock the France or Free French faction in the Editor, select several units of "French Infantry" there, change the flag then (as if you were about to click on the unit of another faction) and then click on map with the previous selection still valid... that way you can add some Frenchies, via some "French Infantry", directly under the British flag as well, for they were considered as an "Allied formation" at that time and location...
Or you can unlock a new faction for them, if you prefer - it's up to you!
Last edited by ColonelY on Sun Jun 28, 2020 7:11 am, edited 2 times in total.
Re: Terminator's Scenarios
If there is a need to be more explicit for the player, then it is of course possible to name the units on the map... 
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terminator
- Field Marshal - Elefant

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Re: Terminator's Scenarios
If we take a look here: http://mfendek.byethost16.com/?i=2 and simply write "colonial" we find that these units are both valid from the British and Indian factions...
Re: Terminator's Scenarios
Okay, I may see the point here... I've opened my own Editor to take a look:
They appear actually after all the planes and after the majority of warships... just before the different units of Gurkhas.
So, when scrolling from left to right, for the British you don't have like ALL infantries then ALL tanks then ALL planes, etc.; it's "a little" mixed!
That may be why! 
So, when scrolling from left to right, for the British you don't have like ALL infantries then ALL tanks then ALL planes, etc.; it's "a little" mixed!
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terminator
- Field Marshal - Elefant

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Re: Terminator's Scenarios
What are these land units doing in the midst of naval unitsColonelY wrote: ↑Sun Jun 28, 2020 7:29 am Okay, I may see the point here... I've opened my own Editor to take a look:
They appear actually after all the planes and after the majority of warships... just before the different units of Gurkhas.
So, when scrolling from left to right, for the British you don't have like ALL infantries then ALL tanks then ALL planes, etc.; it's "a little" mixed!That may be why!
![]()
These colonial units are not graphically distinguishable from regular units but their stats are less good, we must be careful
One Colonial Unit(Regular->Colonial) & Supply Bug(-1) corrected for the British:
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

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Re: Terminator's Scenarios
Because they belong to a different faction (India), the units will be put in this order: British land/air/naval -> Indian land -> generic; this explains the difference in the stats, too (-1 years of regular infantry)terminator wrote: ↑Mon Jun 29, 2020 4:42 am What are these land units doing in the midst of naval units![]()
Re: Terminator's Scenarios
Operation Saturn(1.02):
Major Victory in 25 turns out of 40 (at level 3, as usual).
A pleasant and interesting scenario
, which still requires a little more work:
1. The text and title of each and every event (except one, the "Za Rodinu!"!) is to be added, of course preferably cool and immersive...
2. A choice has to be made about this sec obj: "Capture the Morozovsk and Tatsinskaya Airfields in x turns" => Replace x by a value, here and in the trigger(s)...
3. Watch out, there is a golden star on the flag at Kharkov although it's not a pri obj... this flag should probably be changed to a normal flag otherwise there might be an issue! (As obj validated when counter = 4 but 5 locations right now...)
4. In the triggers, you have a section called "Wrecks" which is empty right now...
Then few ideas/suggestion:
1. Add several German (or SS) infantry units on the way towards Kursk (and around/in Kursk itself), for right now it looks like almost only armored units which is a little odd to me...
Sure, there was a famous battle of Kursk which has involved a lot of tanks from both sides (it was even the biggest tank battle ever, if I remember correctly), but it was during a German offensive (and later anyway)...
2. Once the southern pri obj is captured, 'could potentially add an event, a pop-up informing the player about two new sec obj:
A) Capture Stalino (symbolic, due to the name of this location) and B) Capture Mariupol (the only port of the map... it could help with resupply -> +several RPs if achieved and possibly as well some side-story with gunboat(s) or something)... with nice events full of immersive words...
3. Could add a description for this sec obj "Capture the Morozovsk and Tatsinskaya Airfields in x turn"...
Because, yeah, basically why do we care? There are other airfields on the map and we're not asked to capture them...
=> History: From the Morozovsk and Tatsinskaya airfields starts the most important part (mainly from Tatsinskaya) of the air bridge to the German 6th Army encircled in Stalingrad. And about Morozovsk, the railway line which crosses this city was at that tie the main supply route of the German Army Group Don...
Therefore, suggestion of text: "We must neutralize the German air bridge which resupply their 6th Army encircled in Stalingrad!"
4. To increase immersion and emphasize this point (the air bridge to Stalingrad!), it would be possible to spawn at regular intervals transport Ju-52 Junkers over these airfields, as long as they remain in German hands of course, Junkers who would then simply move in the (approximate) direction of Stalingrad in order to use an air exit hex at the corresponding end of the map to continue on their way.... And that is until the Russians control these two airfields!
5. Add some units to garrison most of the locations on the W and SW of the map... it may feels really empty right now.
And some AA gun near the two German airfields just north of Stalino, of course!
6. Possibly add as well some good and immersive comments for the different outcome events...
7. Add a flag on map with the name "Sea of Azov" or something...
8. No partisans, nowhere behind enemy lines?
Come on, cheers up, keep up the good work!
Major Victory in 25 turns out of 40 (at level 3, as usual).
A pleasant and interesting scenario
1. The text and title of each and every event (except one, the "Za Rodinu!"!) is to be added, of course preferably cool and immersive...
2. A choice has to be made about this sec obj: "Capture the Morozovsk and Tatsinskaya Airfields in x turns" => Replace x by a value, here and in the trigger(s)...
3. Watch out, there is a golden star on the flag at Kharkov although it's not a pri obj... this flag should probably be changed to a normal flag otherwise there might be an issue! (As obj validated when counter = 4 but 5 locations right now...)
4. In the triggers, you have a section called "Wrecks" which is empty right now...
Then few ideas/suggestion:
1. Add several German (or SS) infantry units on the way towards Kursk (and around/in Kursk itself), for right now it looks like almost only armored units which is a little odd to me...
Sure, there was a famous battle of Kursk which has involved a lot of tanks from both sides (it was even the biggest tank battle ever, if I remember correctly), but it was during a German offensive (and later anyway)...
2. Once the southern pri obj is captured, 'could potentially add an event, a pop-up informing the player about two new sec obj:
A) Capture Stalino (symbolic, due to the name of this location) and B) Capture Mariupol (the only port of the map... it could help with resupply -> +several RPs if achieved and possibly as well some side-story with gunboat(s) or something)... with nice events full of immersive words...
3. Could add a description for this sec obj "Capture the Morozovsk and Tatsinskaya Airfields in x turn"...
Because, yeah, basically why do we care? There are other airfields on the map and we're not asked to capture them...
=> History: From the Morozovsk and Tatsinskaya airfields starts the most important part (mainly from Tatsinskaya) of the air bridge to the German 6th Army encircled in Stalingrad. And about Morozovsk, the railway line which crosses this city was at that tie the main supply route of the German Army Group Don...
Therefore, suggestion of text: "We must neutralize the German air bridge which resupply their 6th Army encircled in Stalingrad!"
4. To increase immersion and emphasize this point (the air bridge to Stalingrad!), it would be possible to spawn at regular intervals transport Ju-52 Junkers over these airfields, as long as they remain in German hands of course, Junkers who would then simply move in the (approximate) direction of Stalingrad in order to use an air exit hex at the corresponding end of the map to continue on their way.... And that is until the Russians control these two airfields!
5. Add some units to garrison most of the locations on the W and SW of the map... it may feels really empty right now.
And some AA gun near the two German airfields just north of Stalino, of course!
6. Possibly add as well some good and immersive comments for the different outcome events...
7. Add a flag on map with the name "Sea of Azov" or something...
8. No partisans, nowhere behind enemy lines?
Come on, cheers up, keep up the good work!
Last edited by ColonelY on Fri Jul 03, 2020 6:06 pm, edited 4 times in total.
Re: Terminator's Scenarios
By the way, it's the success of Operation Uranus, launched on the 19th November 1942, that enabled the Red Army to surround 300'000 soldiers of the 6th German Army and IVth Panzerzarmee of General Paulus (Stalingrad!).
Then, in order to take advantage of the situation, the Soviet HQ launches a series of offensives during the winter under the code name Saturn.
=>
So, if you're looking for another scenario to create, how about Operation Uranus? 
Then, in order to take advantage of the situation, the Soviet HQ launches a series of offensives during the winter under the code name Saturn.
=>
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terminator
- Field Marshal - Elefant

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- Joined: Mon Aug 15, 2011 12:48 pm
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Re: Terminator's Scenarios
Good idea, Fouchana will be a primary objective:ColonelY wrote: ↑Sun Jun 21, 2020 11:37 am Tunis(1.07):![]()
Part 2
So, having seen all these historical points, time for some suggestions of mine.![]()
To combine these two last points, here’s another idea:
put the town of Fouchana as primary objective as well! (Without forgetting to add a "Red Arrow" at it, then.
)
This will force the player to send troops on that side (and to avoid or at least limit the traffic jam in doing so), which allows to make later an interesting flank move against the city of Tunis and also offers a new sector where the Germans will easily be able to concentrate more defenders (including maybe another Concrete Bunker)... and to use more efficiently the nearby minefields as cover!![]()
Like this, a group of units can be in charge to take Fouchana, then move North towards Cité Avicenne (and Ben Arous) before being able to carry on towards both TUNIS and El Mallaha... I think that's a good tactical move if we've enough units.
By the way, as it is possible anyway, the Germans and Italians should anyway have a stronger defense it the (far) South of Tunis, "just in case"...![]()
And putting Fouchana as a primary objective may give a hint to the player about doing so... so, well, why not?![]()
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