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Operation Bluecoat (for MP) Beta 1.00

Posted: Sun Oct 02, 2011 9:19 pm
by El_Condoro
Requires the Panzer Corps Patch 1.01 or later

Introduction
The British VIII and XXX Corps attempt to break out of the Normandy stagnation following a month of fighting. At the juncture of two German armies - the 7th and Panzer Group West - the hammer will fall. To deal with the threat of an imminent British breakthrough and the disruption of Hitler’s upcoming Mortain offensive, Kluge diverts the 9SS ‘Hohenstaufen’ and 10SS ‘Frundsberg’ panzer divisions to the Vire sector.

Operation Bluecoat is a 16-turn scenario that takes place in the inhospitable bocage from Caumont to Vire. As the British you will aim to smash through the weakened German defenders and reach the open terrain to the south. As the Germans you will seek to prevent a breakout and keep the Vire-Vassy road open in preparation for Hitler’s Mortain offensive, Operation Luttich.

Documentation
https://www.dropbox.com/s/8qgkhh2kg8ait ... t.pdf?dl=0
https://www.dropbox.com/s/dq1ydid7kdkji ... y.pdf?dl=0

Download
https://www.dropbox.com/s/2ey946ktftviq ... pzscn?dl=0
https://www.dropbox.com/s/5msk8g41guozt ... pzloc?dl=0
https://www.dropbox.com/s/zbbkl50t1ckbu ... t.png?dl=0

File locations
pzscn and pzloc in My documents\My Games\Panzer Corps\scenario
png in main Panzer Corps\UI\scenarios folder

Testing
Although map testing has been done, the actual balance of forces is more difficult due to the various play styles. Please leave any suggestions, comments or criticisms here.

Updates
4/10: Changed order of victory conditions so that Draw is last in the list.
23/11: German turn prestige increased to 60. Jagdpanther strength increased from 5 to 6. StuG III strength increased from 5 to 6. Pz IV strength increased from 6 to 8. Victory conditions simplified. Documentation updated

Posted: Mon Oct 03, 2011 12:49 pm
by Sebastiansc
I like this scenario.

minefield its a lite surprise )

wining Axis side shown as drawn
not sure if map is for Multi


And ask about field 15 14 Dickies Bridge ...
from left side unit stops before can enter bridge or continue move... ???
did i miss something ???
don't see minefield info....

but thank

Sorry forget

Congratulation


Again sorry bad English

Posted: Mon Oct 03, 2011 1:41 pm
by Xerkis
El_Condoro wrote:Operation Bluecoat is a 24-turn scenario
Your scenario says 16 turns.


Would love to test this out with someone on MP.

Edit:
Sorry I wanted to write more in here but someone walked in to my office and I posted this before I wanted too.
:oops:

Just a slight discrepancy on the turns. Not sure which one you meant it to be 16 or 24.
Looking forwad to playing this.
:D

Posted: Mon Oct 03, 2011 2:22 pm
by Micha63
Thank you for your work, i know how much time consuming it is. Im creating also scenarios but for another game.
For the campaigns my interest in this game is not big enough ( ww2 againe and againe and .....) but a multiplayer scenario
from time to time is great on panzercorps . Hope you will do more.

Posted: Mon Oct 03, 2011 8:53 pm
by El_Condoro
Yes, 16 turns - corrected in doc. Also added 'Designed for multi-player'.

Dickie's Bridge should be OK - no minefields there (it was taken by a recon in reality by stealth and held until relieved. At one point the ACs had joined a German AC and hid behind it in its dust until turning off. Germans used captured equipment so they didn't think anything of it!). As long as you enter along the road, otherwise you'll only be able to move one hex as per usual.

A Draw will occur if the Germans hold Perriere Ridge and Vire region (air field). If it happened under other conditions can you let me know what those conditions were, please?

I hope you guys enjoy it. Cheers

Posted: Mon Oct 03, 2011 10:06 pm
by Sebastiansc
I will try...
Ok im find that bridge is my mistake. Its happen....


Played as Axis side capture all victory points.
in last round result was Draw...
Have screenshot but dont know how to upload on post...

again sorry for English...

as always there is a option that im miss something

Posted: Mon Oct 03, 2011 10:12 pm
by El_Condoro
If it's as you say, I think I know what the problem is - I have set the victory conditions correctly but not in the right order. The game checks from top to bottom and takes the first condition that is met. I will need to reorder the conditions is all.

[Edit] Have corrected this in the latest pzscn file download (4/10)

Posted: Thu Oct 06, 2011 2:06 pm
by drjeff21
Cool scenario. Thank you for your effort.

Re: Operation Bluecoat (for MP) Beta 1.00

Posted: Thu Oct 06, 2011 5:37 pm
by Molve
this order of priorities: 1. create a fun scenario where both sides have a chance to win and forces are balanced
This is a general assumption I simply do not get.

It's perfectly possible to design a scenario where BOTH are true:
a) one side is much stronger than the other, and it's practically impossible for the weaker side to "clean the map" as it were
b) the scenario is balanced, meaning both sides have (roughly) the same chance of winning it

How? By designing victory conditions for the weak side that are much easier to accomplish!

In the simplest sense, and using this map as an example, if the Germans manage to hold onto EVEN ONE victory hex, that's a decisive victory for the Germans. A marginal win for the Germans is not losing their last hex or unit until 2 turns before scenario end. A draw means delaying complete annihilation until 4 last turns. And so on...

This comment isn't directed specifically against you or your scenario. The quoted text just triggered my response. To be honest, I'm more thinking about the official campaign game's late-war scenarios. These scenarios require the Germans to wipe the map clean of Soviet units to win Decisive Wins. That is very unrealistic and more to the point needlessly so!


Okay, with that off my chest I wish you the best of luck with your scenario! :)

Posted: Thu Oct 06, 2011 8:30 pm
by El_Condoro
You're correct, but for this multi-player scenario the balance is important. Cheers