Re: Erik's campaigns
Posted: Fri Nov 01, 2019 3:54 pm
US Corps '43 v1.2 playtesting feedback
Difficulty level 3 with imported core from US Corps '42
Core Import 50% experience - I disagree with this being only 50%, unlike German campaigns there are no other fronts that my core would believably be siphoned off to man plus the axis units are usually highly experienced and have superior unit stats, 75% would make more sense
Specialisations - Unable to purchase Infantry Landing Craft, Landing Craft Tank, or Proximity Fuse. They are available in the specialisation tree but the Acquire button says "This specialisation is not yet available" because start date of campaign is set to 1/1/1940. Changing start date to 1943 in campaign editor corrected this. Yes, this makes the campaign tree flat but those specialisations are important considering the first scenario is an amphibious landing. Also, a player starting without an imported core should get some points to spend on specialisations, currently set to 0 in v1.2.
- Gela - make Marine Raiders non-core; naval exit not working; wiped all enemy units by 18/24
- Gela counter-attack - wiped all enemy units by 18/24
- Agrigento - 2 naval commanders but no units to attach to; all enemy destroyed by 20/24; Outcome Event grammar MajOr Victory -> Major Victory
- Palermon - 2 naval commanders but no units to attach to; Bulgarian allies?...oh I see now;
- San Fratello - link deployment zones for consistent supply; primary objective is bugged - Capture all 3 objectives except there are 4 objectives (I believe you are counting Sant' Agata) so scenario ends prematurely; despite event message for capturing Sant'Agata no AI units attempted to exit to the east
- Troina - Insufficient supply (-6) for full deployment; despite event message that axis are retreating and addition of secondary objective to "Prevent any axis land unit from exiting the map" the AI makes no attempt to retreat and there are no exit hexes anyway; primary objective completed 14/30
- Messina - Insufficient supply for full land (-4) or air (-12) deployment at start; not a fan on the insta-spawn of a German battlegroups right in front of the player; at some point I was given a Tiger tank (either after completing the minefield or destroy Tiger secondary obj) as a core unit though it is not mentioned as a reward for any of the objectives; enemy cleared from Sicily turn 19/28
- Salerno Landing - 5 star 88 at Serre; most motorized force in the Wehrmacht ever!!
- Salerno Counter-Attack - grammar in briefing "back to the Salerno" > "back to Salerno"; partial repeat of first sentence in second sentence of briefing
- Naples - could be a few turns longer
- Anzio Landing - briefing error "when te battle ends"; German infantry '44 should be '43 as that unit is not available yet and '44 infantry is not available to the player, especially important considering the increased hard attack/defense of German '44 infantry
- Anzio Defense - the problem with many of the defensive scenarios is that the the VP's all have the same supply value, if the player loses even 1 VP they are put into negative supply and the efficiency of their entire force begins to drop making it even more difficult to defend the other VP's, I would recommend that the Anzio VP make up the majority of the available supply which would allow the player more strategic options than to rigidly attempt to hold everything; additional CP would be welcome
- Anzio Breakout - No issues.
- Volturno Line - No issues.
- Cassino Breakout - the command points allocated in this scenario, 161 land & 38 air, are a significant increase from what was available to the player throughout the campaign in other scenarios, I had to purchase a large amount of ground & air units over the core force used throughout, wiped all enemy by 20/28
- Anzio Link-Up - not enough supply (-3) for full ground deployment with specializations; warn player there are mines in the scenario; it would be better if the tank & a/c rewards for completion of secondary objectives granted the player additional command points rather than new core units with no experience, I had plenty of experienced core units I would rather have been able to deploy in the scenario
General notes:
- There were 2 naval commanders who were with me the entire campaign even though many scenarios had no naval units.
- I am starting to think your supply points should be more back loaded to rear objectives. When player is attacking taking 1 or 2 VP's is usually enough to put AI into negative supply and then it's ability to resist decreases dramatically. Same for when player is on defense that they have to hold everything or the negative supply situation of losing even 1 VP snowballs. This applies to all of the PzC campaigns.
- The campaign needs a different player reward for secondary objectives rather than using specialisation points. I finished this campaign with all specs and 114 points in the bank. Additional CP's and some RP's would be a better reward in my opinion.
- Core units as reward I am not a fan of. I always have core units in reserve that I would rather deploy plus the units given have no experience.
- Player could use additional air & ground CP in all scenarios except Cassino Breakout. With specialisations I usually had 2 air CP I could not use so +1 on all scenarios would be welcome.
- FW190F/G & Me 410 stats are absurd, hopefully these get corrected in future update.
- Another great campaign, looking forward to landing in Normandy.
Difficulty level 3 with imported core from US Corps '42
Core Import 50% experience - I disagree with this being only 50%, unlike German campaigns there are no other fronts that my core would believably be siphoned off to man plus the axis units are usually highly experienced and have superior unit stats, 75% would make more sense
Specialisations - Unable to purchase Infantry Landing Craft, Landing Craft Tank, or Proximity Fuse. They are available in the specialisation tree but the Acquire button says "This specialisation is not yet available" because start date of campaign is set to 1/1/1940. Changing start date to 1943 in campaign editor corrected this. Yes, this makes the campaign tree flat but those specialisations are important considering the first scenario is an amphibious landing. Also, a player starting without an imported core should get some points to spend on specialisations, currently set to 0 in v1.2.
- Gela - make Marine Raiders non-core; naval exit not working; wiped all enemy units by 18/24
- Gela counter-attack - wiped all enemy units by 18/24
- Agrigento - 2 naval commanders but no units to attach to; all enemy destroyed by 20/24; Outcome Event grammar MajOr Victory -> Major Victory
- Palermon - 2 naval commanders but no units to attach to; Bulgarian allies?...oh I see now;
- San Fratello - link deployment zones for consistent supply; primary objective is bugged - Capture all 3 objectives except there are 4 objectives (I believe you are counting Sant' Agata) so scenario ends prematurely; despite event message for capturing Sant'Agata no AI units attempted to exit to the east
- Troina - Insufficient supply (-6) for full deployment; despite event message that axis are retreating and addition of secondary objective to "Prevent any axis land unit from exiting the map" the AI makes no attempt to retreat and there are no exit hexes anyway; primary objective completed 14/30
- Messina - Insufficient supply for full land (-4) or air (-12) deployment at start; not a fan on the insta-spawn of a German battlegroups right in front of the player; at some point I was given a Tiger tank (either after completing the minefield or destroy Tiger secondary obj) as a core unit though it is not mentioned as a reward for any of the objectives; enemy cleared from Sicily turn 19/28
- Salerno Landing - 5 star 88 at Serre; most motorized force in the Wehrmacht ever!!
- Salerno Counter-Attack - grammar in briefing "back to the Salerno" > "back to Salerno"; partial repeat of first sentence in second sentence of briefing
- Naples - could be a few turns longer
- Anzio Landing - briefing error "when te battle ends"; German infantry '44 should be '43 as that unit is not available yet and '44 infantry is not available to the player, especially important considering the increased hard attack/defense of German '44 infantry
- Anzio Defense - the problem with many of the defensive scenarios is that the the VP's all have the same supply value, if the player loses even 1 VP they are put into negative supply and the efficiency of their entire force begins to drop making it even more difficult to defend the other VP's, I would recommend that the Anzio VP make up the majority of the available supply which would allow the player more strategic options than to rigidly attempt to hold everything; additional CP would be welcome
- Anzio Breakout - No issues.
- Volturno Line - No issues.
- Cassino Breakout - the command points allocated in this scenario, 161 land & 38 air, are a significant increase from what was available to the player throughout the campaign in other scenarios, I had to purchase a large amount of ground & air units over the core force used throughout, wiped all enemy by 20/28
- Anzio Link-Up - not enough supply (-3) for full ground deployment with specializations; warn player there are mines in the scenario; it would be better if the tank & a/c rewards for completion of secondary objectives granted the player additional command points rather than new core units with no experience, I had plenty of experienced core units I would rather have been able to deploy in the scenario
General notes:
- There were 2 naval commanders who were with me the entire campaign even though many scenarios had no naval units.
- I am starting to think your supply points should be more back loaded to rear objectives. When player is attacking taking 1 or 2 VP's is usually enough to put AI into negative supply and then it's ability to resist decreases dramatically. Same for when player is on defense that they have to hold everything or the negative supply situation of losing even 1 VP snowballs. This applies to all of the PzC campaigns.
- The campaign needs a different player reward for secondary objectives rather than using specialisation points. I finished this campaign with all specs and 114 points in the bank. Additional CP's and some RP's would be a better reward in my opinion.
- Core units as reward I am not a fan of. I always have core units in reserve that I would rather deploy plus the units given have no experience.
- Player could use additional air & ground CP in all scenarios except Cassino Breakout. With specialisations I usually had 2 air CP I could not use so +1 on all scenarios would be welcome.
- FW190F/G & Me 410 stats are absurd, hopefully these get corrected in future update.
- Another great campaign, looking forward to landing in Normandy.