Normandy UK Campaign beta-test

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terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

Sword Beach (1/2)


:arrow: At the beginning of turn 2, the Secondary Objective "Capture divisional staff" was validated without me doing anything :o

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:arrow: There are several names of localities on Open Terrain (Caen...) :o

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:arrow: This german anti-tank gun exploded on its own mines :o

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terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

Sword Beach (2/2)


:arrow: A new boat model, the Mega Support Ship :lol:

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:arrow: There are too many Bunkers, maybe replace some with MG Foxholes to vary ?

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:arrow: One can buy the French Partisans :o

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Erik2
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Re: Normandy UK Campaign beta-test

Post by Erik2 »

Re mines:
I've also seen the AI move onto 'its own' minefields and getting hurt. I think the issue is that minefields normally are neutral.
An alternative is to lay German minefields, but the AI units will then be able to move across them without being affected.

Some locations without village/town terrain type are named. These are smaller farms, churches, castles etc.

Where you able to purchase and deploy French partisans? Should not be possible since there are no French command points. The 10 resources is neccessary for the aux French commando unit to be able to launch a sneak-attack on turn 1. I can always turn off purchase for the French.
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

Erik2 wrote: Tue Jan 07, 2020 8:28 am Re mines:
I've also seen the AI move onto 'its own' minefields and getting hurt. I think the issue is that minefields normally are neutral.
An alternative is to lay German minefields, but the AI units will then be able to move across them without being affected.
It is sufficient to Reveal the positions of the Neutral Mines at the beginning of the scenario as it is the case in several official scenarios :idea:

Erik2 wrote: Tue Jan 07, 2020 8:28 am Some locations without village/town terrain type are named. These are smaller farms, churches, castles etc.
I did not have time to check this for all cases but for CAEN I think there is a problem :

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Erik2 wrote: Tue Jan 07, 2020 8:28 am Where you able to purchase and deploy French partisans? Should not be possible since there are no French command points. The 10 resources is neccessary for the aux French commando unit to be able to launch a sneak-attack on turn 1. I can always turn off purchase for the French.
For me it’s just a Bug... (it was the same case with the Soviet Partisans)
Last edited by terminator on Tue Jan 07, 2020 9:15 am, edited 5 times in total.
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

Infantry reveal Neutral Mines but not Bunkers :o :shock: :?:

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ColonelY
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Re: Normandy UK Campaign beta-test

Post by ColonelY »

Hi everybody! 8)

First of all, let me say this: Great work, thanks a lot! :D

In order to help a little, I've taken a quick look at the JUNO scenario. Here are the first few points I've notived:

1. There are two units of "Soviet conscripts" amongst the German troops (namely the 3/1/441 Ost & the 1/2/441 Ost, which are quite near the beaches).
2. At the beginning of turn 2, the Secondary Objective "Capture divisional staff" was validated without me doing really anything in order to achieve that... Actually, it's not validated UNTIL the first of my units (a ship or a commando one) take the first shot of the turn...

Look's pretty challenging, I think I'll definitely play this one fully soon. :wink:


PS: I apologize in advance for any mistake which could be written, for English is not my mother tongue... :oops:
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

ColonelY wrote: Tue Jan 07, 2020 8:59 am Hi everybody! 8)

First of all, let me say this: Great work, thanks a lot! :D

In order to help a little, I've taken a quick look at the JUNO scenario. Here are the first few points I've notived:

1. There are two units of "Soviet conscripts" amongst the German troops (namely the 3/1/441 Ost & the 1/2/441 Ost, which are quite near the beaches).
Osttruppen

Bundesarchiv_Bild_101I-295-1560-21,_Nordfrankreich,_Turkmenische_Freiwillige.jpg
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ColonelY
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Re: Normandy UK Campaign beta-test

Post by ColonelY »

Ok, my bad.
I had never heard about these "Eastern troops", which represented actually a major subset within a broader number of the Wehrmacht foreign volunteers and conscripts... CONSCRIPTS, precisely... :wink:
So, this point's fine. Thanks :)
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

ColonelY wrote: Tue Jan 07, 2020 9:30 am Ok, my bad.
I had never heard about these "Eastern troops", which represented actually a major subset within a broader number of the Wehrmacht foreign volunteers and conscripts... CONSCRIPTS, precisely... :wink:
So, this point's fine. Thanks :)
Do you know the movie "Far Away" or "My Way" (Je-Gyu Kang) ?

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Insigne Osttruppen Turkestan Heer Wh Normandie Para All Veste casque Utah Dday :

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PS: Yang Kyoungjong (Korean: 양경종) is the name of a supposed Korean soldier who, according to historians, fought in the Imperial Japanese Army, the Soviet Red Army, and later the German Wehrmacht during World War II (https://en.wikipedia.org/wiki/Yang_Kyoungjong)
Last edited by terminator on Tue Jan 07, 2020 10:13 am, edited 1 time in total.
ColonelY
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Re: Normandy UK Campaign beta-test

Post by ColonelY »

Nope, never heard about this movie either... :? One can find so many movies. :wink: Maybe I'll see this one, the movie "Far Away"(Je-Gyu Kang)... I assume it's a good one ? 8)
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

ColonelY wrote: Tue Jan 07, 2020 10:13 am Nope, never heard about this movie either... :? One can find so many movies. :wink: Maybe I'll see this one, the movie "Far Away"(Je-Gyu Kang)... I assume it's a good one ? 8)
Yes, the Trailer(vf):https://www.youtube.com/watch?v=WqyWQiSd2lo
ColonelY
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Re: Normandy UK Campaign beta-test

Post by ColonelY »

Indeed, it looks pretty epic! Thanks for this info 8) :D
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

ColonelY wrote: Tue Jan 07, 2020 10:25 am Indeed, it looks pretty epic! Thanks for this info 8) :D
The landing of Normandy choreographed South Korean way is quite epic :lol:
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Re: Normandy UK Campaign beta-test

Post by GabeKnight »

terminator wrote: Tue Jan 07, 2020 8:46 am
Erik2 wrote: Tue Jan 07, 2020 8:28 am Re mines:
I've also seen the AI move onto 'its own' minefields and getting hurt. I think the issue is that minefields normally are neutral.
An alternative is to lay German minefields, but the AI units will then be able to move across them without being affected.
It is sufficient to Reveal the positions of the Neutral Mines at the beginning of the scenario as it is the case in several official scenarios :idea:
Yeah, that's usually the best solution, also used like that in stock campaigns.
But in this case, you might also reveal the position of the player's "hidden" commando units on the beaches.
terminator wrote: Tue Jan 07, 2020 8:56 am Infantry reveal Neutral Mines but not Bunkers :o :shock: :?:
Yeah, same reason why they can't see other concealed units like commandos and such. I like it that way. To change it, you'll just need to add the "spotter" trait to the structures.
terminator
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Re: Normandy UK Campaign beta-test

Post by terminator »

GabeKnight wrote: Wed Jan 08, 2020 12:42 am
terminator wrote: Tue Jan 07, 2020 8:46 am
Erik2 wrote: Tue Jan 07, 2020 8:28 am Re mines:
I've also seen the AI move onto 'its own' minefields and getting hurt. I think the issue is that minefields normally are neutral.
An alternative is to lay German minefields, but the AI units will then be able to move across them without being affected.
It is sufficient to Reveal the positions of the Neutral Mines at the beginning of the scenario as it is the case in several official scenarios :idea:
Yeah, that's usually the best solution, also used like that in stock campaigns.
But in this case, you might also reveal the position of the player's "hidden" commando units on the beaches.
No, the Mine is revealed only at the Scenario Start and once the Mine is revealed, it remains visible until the end of the scenario.
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Re: Normandy UK Campaign beta-test

Post by timberwolf15 »

The main point is that it is great that the AI cannot just zoom over their mines I have played stock campaigns I think that allowed this which is depressing the other things is - it seems there is another problem with the mines as to what reveals them or not or something anyway they are mine field it is Good there is a Fog of War with them. Then don't usually destroy a unit it just adds a needed amount of frustration which is fine. Overall everything is great ....

Anyway I got done playing Gold campaign tree Caumont the 4th battle. This was an interesting fight the best thing again is that it allows for a draw so that the campaign does not end. I was not sure at which of the many avenues of attack the Krauts would use so naturally I set up my troops completely out of position but having restarted the campaign I had not wasted resource points by upgrading units I do not upgrade units I ONLY buy more units when I have lots of "money" because I noticed you may provide lots of helments - landCP in a scenario extra landcp which I think you did in Caumont. Anyway:

4th Battle Caumont

Bugs: None

Gameplay Balance: Fine except AI has great advantage because they seem to come in where not expected and they can come in anywhere it behooves one to have mobile units.

Enjoyability: Very Enjoyable because it is a different type of scenario one needs to attack and defend and its a lot of chaos. Maybe I should have bought a bunch of recon planes maybe this would have helped - since they cost only 20 I probably should have I did not use planes as its to much of a hassle micromanaging having only one exit hex and they seem to have to travel far and unlike a Stuka the planes kind of suck. Looking forward to replaying it with buying a bunch of recon planes.
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Re: Normandy UK Campaign beta-test

Post by ColonelY »

JUNO

So, I’ve played this first scenario (the landing at Juno) and here is my feedback:

• SECONDARY OBJECTIVE: checked automatically and much too soon, as already indicated… But I haven’t found any «Cargo Truck» near Caen. :? Of course, there are two units of «SdKfz 222» near Caen but destroying them doesn’t count as it’s still written « 0 units » for this secondary objective.

• Too few TURNS allowed… Clearing the beaches without too much casualties may easily take around 15 turns (in principle, no engineer on beach before the fourth turn). Then just rushing towards Caen to find those famous Cargo Trucks is already challenging as it’s quite far away, as the German units are strong and as there are quite a lot of mines on the ways. Anyway, I wouldn’t modify any of these points! But, once the beaches are cleared, there are 7 new inland objectives to free… which means to clear almost all the map! So, I would suggest adding maybe around 10 turns – namely more a fifty turns scenario than a forty turns scenario. :wink:

• LAND COMMAND POINTS: too few for the Canada (the main invading force on Juno) and too much for the Great Britain. Here is why: the Canadians just miss ONE land command point in order to be able to deploy (of course in waves) ALL their reserves. Without this single point, a unit will be stuck far away from the action… On the other hand, at the end of this scenario, the Great Britain have 5 unused Land Command Points – they can easily deploy their tank and their recon, but their resource points cover the reparations of these two units and the three commandos as well as the actions of the commandos… I’ve found it rather difficult to spare resource points to buy something new… So, I would suggest either to give another deployable unit for the Great Britain (and to put it directly within the reserve of deployable units) OR to give more resource points so that one can buy something OR (as these first two options could impact all the next scenarios) simply to remove those 5 Land Command Point which appear “in excess”. :wink:

• NAMED LOCATIONS just represented as “Open terrain”… I think that some of the followings must be represented at least as “European Village”: Le Pasty Vert, Le Grand Vey, Secqueville-en-Bessin, Ste-Croix-sue-Mer, La Distillerie, Château de la Londe, Château (not to be confused with the one called “Le Château”), Lasson, St.Louet, Barbières, Gruchy, Villons-les-Buissons, La Rive, St.Contest, St.Aubin-sur-Mer, Langrune-sur-Mer and… Caen. Indeed, if “Le Château de Caen” is represented as “Town”, which is fine, Caen itself appears as an “Open terrain” (I mean the hex where the flag and the name stand, as previously showed on a picture)…

• Moreover, Lasson stands on a river. :? Why not just one hex up? And a little north to Lasson there is a Concrete bunker which stands as well on the same river… On the same river, further north, one can find the village of Bombanville as well...

• The “Luftwaffe HQ”, strongly defended by 4 concrete bunkers and some german heavies and AA-guns, lies simply on a “Farmland”. Is this last point on purpose? (By the way, no german plane at all – which is not a problem at all either.) And don’t you think this place is somehow overdefended, considering the fact that there is no german plane anyway? :wink:

• Some French adaptations, like accents or something: 8)
Le Pasty Vert -> Le Paisty Vert
La Vallèe -> La Vallée
Ste-Croix-sue-Mer -> Ste-Croix-sur-Mer
Bèny-sur-Mer -> Bény-sur-Mer
La Dèliverande -> La Déliverande
Lèbisey -> Lébisey

Well, that's more or less all I've noticed for this one. :) Let me add that this scenario is definitely enjoyable! 8)
Last edited by ColonelY on Wed Jan 08, 2020 6:42 pm, edited 5 times in total.
bru888
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Re: Normandy UK Campaign beta-test

Post by bru888 »

gunny wrote: Wed Jan 08, 2020 1:19 pm Bugs: None
I swell with pride when I see this.
gunny wrote: Wed Jan 08, 2020 1:19 pm Gameplay Balance: Fine except . . .
Occasionally, on this topic, I give my partner one of these:
glare.gif
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In words, that is, because that emoticon is from another forum. Please keep up the good commentary on all aspects.
- Bru
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Re: Normandy UK Campaign beta-test

Post by timberwolf15 »

bru888 wrote: Wed Jan 08, 2020 4:06 pm
gunny wrote: Wed Jan 08, 2020 1:19 pm Bugs: None
I swell with pride when I see this.
gunny wrote: Wed Jan 08, 2020 1:19 pm Gameplay Balance: Fine except . . .
Occasionally, on this topic, I give my partner one of these: glare.gif

In words, that is, because that emoticon is from another forum. Please keep up the good commentary on all aspects.

Your getting after action reports from a person who looks at a map and is unable to recognize the obvious until playing the map which is quite bizarre but thats how it is .... whoo hoo at maps beginning I thought would be great to have some mobile units and then did nothing but anyway I did put out some mines which helped main thing is not my personal endeavors but bugs, playability, and enjoyment for most anyone which is what you are providing
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Re: Normandy UK Campaign beta-test

Post by ColonelY »

gunny wrote: Wed Jan 08, 2020 1:19 pm Anyway I got done playing Gold campaign tree Caumont the 4th battle. This was an interesting fight the best thing again is that it allows for a draw so that the campaign does not end.
You write again about a draw... :? I'm just a little bit curious: So do you actually think that there should me more turns for these first scenarios of the Gold campaign or not necessarily? :wink: And if yes, more or less how much for each of them?
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