Solo : Putot-en-Bessin, Fields of Fire Campaign -- v1.1

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DaveyJJ
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Solo : Putot-en-Bessin, Fields of Fire Campaign -- v1.1

Post by DaveyJJ »

Hi everyone,

Here's my first single-player scenario -- the battle of Putot-en-Bessin. This is a company-sized historic scenario, based on the Canadian counter-attack on the small crossroads hamlet of Putot-en-Bessin the evening of June 8, 1944. I'm hoping to create more scenarios for the Fields of Fire campaign, named after one of Prof. Terry Copp's brilliant books on the Canadian battles during the summer and fall of 1944 in Normandy.

Background : At approximately noon, the day after D-Day, 7 June 1944, the small crossroads hamlet of Putot-en-Bessin was captured by The Royal Winnipeg Rifles from an unprepared German force with only light resistance. The following day, veteran German units launched rapid and bloody counter-attacks inflicting heavy casualties and successfully drove the Winnipeg regiment out of Putôt-en-Bessin. The Canadians counter-attacked the same evening, with the 1st Battalion, Canadian Scottish Regiment, a squadron of tanks from 6th Armoured Regiment (1st Hussars), along with support from Battalion HMG and artillery. By 9:30, after only approximately 60 minutes of hard fighting, the hamlet of Putot-en-Bessin had been permanently recaptured by Canadian forces.

Version History :
- 1.0 (Sept 10). Initial release.
- 1.1 (Sept 11). Replaced Sherman 76s with regular, lighter-gunned earlier Sherman model. Strengthened German right flank defenses. Thanks to MikeAP and Acererak for feedback.

Download : http://www.theravenking.com/battlefield ... OfFire.zip

Install : Unzip DaveyJJ_FieldsOfFire.zip and then install into the My Documents\My Games\BBCBA\Campaigns folder.

Length : ~40 turns (20 for Canadians, 20 for Germans)

Mission : At the end of the game, you must have control of the centre of Putot-en-Bessin.

Initial Positions :

Image

Hints :
- Your artillery is hampered by a shortage of ammo and declining light conditions for the FOs. There is a 10 turn delay after firing.
- Use of correct tactics (fix, fire, flank and finish) should win the day for the Canadians
- The German defenders are well trained, veteran units.
- The Canadians have one mortar unit mounted in a truck, and an engineer squad on the left rear flank
- One of the Canadian Bren units is nearly invisible in the field just to the right of the rear tank. Don't forget him.
- Use the two scout units well
- Good luck, men!

All versions of the scenario should be considered works in progress and may need some balancing after user feedback. Of course, comments, feedbacks and suggestions are most welcome! Thanks for downloading and I hope you enjoy the scenario.
Last edited by DaveyJJ on Sat Sep 11, 2010 4:06 pm, edited 1 time in total.
pipfromslitherine
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Post by pipfromslitherine »

I'm really impressed by the detail and polish of the scenarios we're starting to see. Awesome stuff.

Cheers

Pip
MikeAP
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Post by MikeAP »

I'd like to start pumping out maps, but the scripting has me at a complete stand still.

I've done scripting for other games such as Operation Flashpoint 1 & 2 (basically C++) and Blitzkrieg, but the life of me I'm lost in the sauce of the BA script.


Edit - Just got done playing it. Good mission. Lots of fun. I'm going to go back and try to do it again without losing a Sherman. That wasnt very smart. Not the most difficult scenario, but like you said a perfect example of how to win using shoot and move tactics.
Last edited by MikeAP on Sat Sep 11, 2010 5:09 am, edited 1 time in total.
LOGAN5
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Post by LOGAN5 »

MikeAP wrote:I'd like to start pumping out maps, but the scripting has me at a complete stand still.
It would be nice to at least have it to where we could toggle victory points, and set the amount of turns, inside the editor that way we could spend more time on map design, and we would have a fully functional multiplayer map without any scripting... just make your map, put it in your documents, and play. Probably see a lot more custom maps if it was that easy.. i gave up on it also because it is just too much work
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Post by MikeAP »

LOGAN5 wrote:
MikeAP wrote:I'd like to start pumping out maps, but the scripting has me at a complete stand still.
It would be nice to at least have it to where we could toggle victory points, and set the amount of turns, inside the editor that way we could spend more time on map design, and we would have a fully functional multiplayer map without any scripting... just make your map, put it in your documents, and play. Probably see a lot more custom maps if it was that easy.. i gave up on it also because it is just too much work
Yuuuup
DaveyJJ
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Post by DaveyJJ »

pipfromslitherine wrote:I'm really impressed by the detail and polish of the scenarios we're starting to see. Awesome stuff.

Cheers

Pip
This is just my first effort. I hope to improve quite a bit as I make more. I agree there is some good stuff out and certainly more coming.
MikeAP wrote:I'd like to start pumping out maps, but the scripting has me at a complete stand still.

I've done scripting for other games such as Operation Flashpoint 1 & 2 (basically C++) and Blitzkrieg, but the life of me I'm lost in the sauce of the BA script.
I've made seven games for the iPhone/iPod touch/iPad (using Unity3D) and one just wrapping up (Move It, Soldier!) and I too am a bit lost trying to wrap my head around the organization of modules. Scripting also always makes me slow down as I'm a designer by trade, but I'm slowly struggling through some of the very basics. I can't see any of my scenarios ever being particularly coded to do anything fancy.
MikeAP wrote:Just got done playing it. Good mission. Lots of fun. I'm going to go back and try to do it again without losing a Sherman. That wasnt very smart. Not the most difficult scenario, but like you said a perfect example of how to win using shoot and move tactics.
Thanks! Is there anything you'd like to see modified? Was it too simple to win? Too hard? Just enough German resistance? Some surprise in how the German defenders were set up and/or reacted?

LOGAN5 wrote:It would be nice to at least have it to where we could toggle victory points, and set the amount of turns, inside the editor that way we could spend more time on map design, and we would have a fully functional multiplayer map without any scripting... just make your map, put it in your documents, and play. Probably see a lot more custom maps if it was that easy.. i gave up on it also because it is just too much work
I'd like to see several of those in the editor as well. Placing VP flags certainly. Amount of turns and place names as well right in the editor. Also, perhaps an eraser tool that could be toggled between overlay/terrain/item to make removing things faster. Also, and this one really bugs me, a way to grab and move units around once placed ... maybe I missed it, but I'm constantly having to delete units and replace them with the same one in a different location.

Anyway, more comments and constructive criticism re: this scenario are always welcome.
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Post by Acererak »

Very nice job DaveyJJ!! Thanks for the effort and time spent as i think the result is of very good quality

Few comments on my side :

- I agree you can still increase the difficulty a bit more (either some more german units added or some of the allied infantry units taken away...or even change one of the Shermans76 for a less powerful unit)

- The map is very nice and fun to plan infantry tactics (advance under enemy fire). I think the german defense is cleaverly placed and their reaction as well, even made me hold one of my flanks during the whole game. Also forced med to use the Fix/Fire/Flank tactics pretty much down from the manual, which is fun (and still amazes me how this game being so simple in itsw basic rules, gets so much tactical depth)

- Maybe the left (for canadians) flank is not properly protected by germans and it gets clear that is the easiest and clearest avenue of advance for allies too soon. I would throw in some nasty surprise on that way to make the advance (and overall difficulty of the scenario) a bit tougher


I cant wait for next installment of your Fields of fire campaign (although i recon from what you all say, that the editor could do with some improvements to make things a tad simpler for you artists out there! Pip, grab the notebook with your todo list!)

Keep them coming!
MikeAP
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Post by MikeAP »

Thanks! Is there anything you'd like to see modified? Was it too simple to win? Too hard? Just enough German resistance? Some surprise in how the German defenders were set up and/or reacted?
German positions were good. I agree that the left flank was a little exposed.

I lost a Sherman when I got too cocky going through town to German paratroopers.

I would replace the Sherman 76 with a regular Sherman. Did the Canadians have 76's that early in the campaign?
DaveyJJ
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Post by DaveyJJ »

MikeAP wrote:
Thanks! Is there anything you'd like to see modified? Was it too simple to win? Too hard? Just enough German resistance? Some surprise in how the German defenders were set up and/or reacted?
German positions were good. I agree that the left flank was a little exposed.

I lost a Sherman when I got too cocky going through town to German paratroopers.

I would replace the Sherman 76 with a regular Sherman. Did the Canadians have 76's that early in the campaign?
Will replace. I must've added that tank type without noticing the lighter version which would have been correct for that unit/time. And I'm toughening up the defense on the Canadian's left flank a bit.
Acererak wrote:Very nice job DaveyJJ!! Thanks for the effort and time spent as i think the result is of very good quality

Few comments on my side :

- I agree you can still increase the difficulty a bit more (either some more german units added or some of the allied infantry units taken away...or even change one of the Shermans76 for a less powerful unit)

- The map is very nice and fun to plan infantry tactics (advance under enemy fire). I think the german defense is cleaverly placed and their reaction as well, even made me hold one of my flanks during the whole game. Also forced med to use the Fix/Fire/Flank tactics pretty much down from the manual, which is fun (and still amazes me how this game being so simple in itsw basic rules, gets so much tactical depth)

- Maybe the left (for canadians) flank is not properly protected by germans and it gets clear that is the easiest and clearest avenue of advance for allies too soon. I would throw in some nasty surprise on that way to make the advance (and overall difficulty of the scenario) a bit tougher

I cant wait for next installment of your Fields of fire campaign...

Keep them coming!
Will do! See my comments above re: German defense and the Canadian tank changes that are coming.

Glad you both enjoyed it. I may get to posting an revised version later today even. Thanks for the comments!!!!
Merr
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Post by Merr »

DaveyJJ wrote: Also, and this one really bugs me, a way to grab and move units around once placed ... maybe I missed it, but I'm constantly having to delete units and replace them with the same one in a different location.
Hold the SHIFT key down, then click-and-drag the unit around. Works great when you change the map size too as the LOS shades out grey .... dragging unit around cleans it up.

Also DaveyJJ ...... I can use your scenario to experiment with Command Units if you want to look at getting some ideas rolling.

Please let me know.
Last edited by Merr on Sat Sep 11, 2010 4:05 pm, edited 2 times in total.
DaveyJJ
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Post by DaveyJJ »

Merr wrote:
DaveyJJ wrote: Also, and this one really bugs me, a way to grab and move units around once placed ... maybe I missed it, but I'm constantly having to delete units and replace them with the same one in a different location.
Hold the SHIFT key down, then click-and-drag the unit around. Works great when you change the map size too as the LOS shades out grey .... dragging unit around cleans it up.

Also DaveyJJ ...... I can use your scenario to experiment with Command Units if you want to look at getting some ideas rolling.

Please let me know.
D'oh! Thanks! Yes, you may experiment as you like. Command units would be a nice addition.
Merr
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Post by Merr »

DaveyJJ wrote:
D'oh! Thanks! Yes, you may experiment as you like. Command units would be a nice addition.
Ok, I've got that RALLY command for the HQ .... Later today I will PM your scenario back with HQ units. It will definately change the balance but I figure you expected to keep modding as you go.

Also ... When you talk about "fields of Fire", are you talking about the solo board game by Ben Hull?
If so, I've got a working "PATROL" design where there's a Primary Objective (using random VP's for route) and secondary objectives based on conditions during the turn. Again, let me know if you have any plans that I can help with in your campaign series.

Regarding Command units .... Give me more details on other types of Commands when you can think of them.
Last edited by Merr on Sat Sep 11, 2010 4:09 pm, edited 2 times in total.
DaveyJJ
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Post by DaveyJJ »

Thanks to MikeAP and Acereak for feedback and comments. I've posted an updated v1.1 this morning, same download location. Replace the whole FoF folder to install the updated version. Thanks.
MikeAP
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Post by MikeAP »

Played 1.1

Good stuff. Didnt lose a Sherman this time, but damn MG42 team tore a few of my squads up.
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Post by pipfromslitherine »

You can toggle the LOS on and off when editing using (IIRC) the H key? I think it's in the patch notes (not in front of the game atm).

Cheers

Pip
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Post by shawnt63 »

Great scenario and great work! Nice that you used Terry Copps books, I have most of them as well. I have been working on two scenarios which fall around the same time as your's (just post landings) but I am no where near ready to post.
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Post by maximvs »

A most enjoyable scenario, I'll definitely play it again (and try to lose less men next time!)
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Post by tim1966 »

Great scenario - really enjoyed it.
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
Acererak
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Post by Acererak »

Hi!

Played version 1.1 and is very much improved in terms of difficulty. Some more suggestions on my side for a very fine scenario in any case, i must say :

1. Change position of German Mortar to a better cover location, and definitely not right next to bocage since all units can fire at it from the other side from far away once spotted and tear it to pieces in no time

2. Still room for some more german units defending the town (or the forests around/in front of it)imo, i finish the scenario with way too many units on my side, some of them didnt even experience any kind of fire

3. How about adding a small german counterattack once you get to the city center, giving a few turns to organize a defense? I think it would make for a great climax, but not sure if you want to stick to historic details (and not sure if there was one after recapture)

Great work, thanks!
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Post by Rosseau »

Thanks for the scenario.

Also, great idea about Command Units, etc. That would add a lot to the game.

Some of us can't program, but we can spread the word to keep sales up and invest in the future of this game system.
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