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AAR: Xerkis vs. AI – Salemo Countryside
Posted: Mon Nov 07, 2011 11:45 pm
by Xerkis
First off, my apologies to Zeal and everyone else, this was played on my laptop and the graphics are not the best on it. (I have some graphics turned off.) So what you see here as far as the quality of the graphics is nowhere close to the actual quality that is in the game.
Also, this will most likely take me a little while to post the entire AAR. (A few days at most - I hope.) Partly because it just take a long while to post these things if you have many graphics to post with it. And also party by design so as to hopefully keep some suspense going for a little while.
One more thing before I start. Please feel free to post comments, questions, whatever in-between and after my postings.
Posted: Mon Nov 07, 2011 11:52 pm
by Xerkis
Now to set the stage:
I am using my forces that I created with me as the Allies against a job specific force for the Axis. The field of battle will be on Salemo Countryside, and I am starting from the red side with default Match Options.
This map has three Control Points that are more or less lined up North to South and in the center of the field East to West.
The enemy Force, played by the AI, has an Assault, Defensive, Tactical, Recon, and Sniper squads. Their squads are tailored made to accomplish the job of their names. With the Defensive squad having HMG and Panzerschreck; and the Tactical squad with Fallschirmjager outfits.
My force has a two man Recon team, a main assault “Striker” squad, a three man “Covering” squad with HMG and Bazooka, a two man Sniper team and a “jump Team” for up front reinforcement.
First squads on the field will be a Recon, Striker assault and a Sniper team.
Here is my plan of attack:
1st Recon will be placed on the left flank and will try to capture the Northern Control Point before any enemy gets there. My Recon team are not only built for stealth but speed as well. They should be able to move swiftly and silently to their objective before the enemy even knows they are in the area.
1st Sniper Team will be stationed in the center for area wide suppression fire and to keep the enemy at bay and hopefully from the center Control Point until I can bring in a covering squad to join them. Capturing the center Control Point is lower on my objectives. If I can secure and hold the flanks, the center will not be far behind.
1st Striker squad will be on the right flank and capture the Southern control Point. This 5-man squad with their Thompson SMGs and Lee Enfield rifles should be able to hold whatever position they are sent in to. In addition, their high initiative allows them to get the jump on just about anything that the enemy can throw at me.

Posted: Tue Nov 08, 2011 12:01 am
by Xerkis
Let’s begin:
The first round was uneventful and simply both sides starting to get their squads where they want them. So we will actually start a couple rounds in to the skirmish.
1st Striker with its high initiative goes first.
They move just short of the Southern Control Point (too far to get there and still have an action left to do). Good thing too, the enemy’s 1st Tactical is just past the fence line in front of them. Only Private Flores and his Lee Enfield has a shot. Two shoots at 23% chance. Let’s hope the Private has paid attention during Boot Camp and that it will be enough. He has two targets to neutralize.
The Private was able to bring down one of the enemy’s men, but in their turn they choose to advance and take the flag instead of returning fire. A bit of a bold move on their part, but still makes them one up on the Control Points.
My 1st Sniper squad has already moved behind the cover of some nice big rocks close to the center Control Point. Excellent cover and vantage point to view the entire field of battle.
As luck would have it, a few pigeons have walked into their sights for some target practice.
Video
1st Covering squad (reinforcements for this turn) will help in keeping the center secure. Lieutenant Miller and his HMG will take over the cover in the rocks held by 1st Sniper. The other two member of the squad spread out along the fence and stay within reach of the ammo dump to maintain a healthy supply of their quickly spent ammo.
1st Recon takes up a position at the edge of the western plowed field. They were too late to capture the Northern Control Point.
At the end of this round, the enemy already has two of the three Control Points. This is not going as planned and HQ is not at all pleased.
Knowing that there is an enemy soldier behind the medical tent, 1st Striker will envelope the Southern control Point. There is also a target of opportunity to their left near the center Control Point, which the enemy has also taken.
All is going against us. Not only could 1st Striker not take out the single enemy soldier, but on his return fire he eliminated both 1st Striker’s squad leader (Captain Richardson) and Private Sanchez. But at least we were able to take down the enemy to their left (notice top of screen in video).
Video
1st Covering goes after a two man enemy squad. The distance is a bit far for HMG and Bazooka after they just moved, but we need to start to get the enemy in a panic before this becomes a complete disator for us.
(From enemy side)
Video
Posted: Tue Nov 08, 2011 9:13 am
by Laxen
Great work! Keep it coming!
That's a really nice spot for your snipers you've found there. Highly popular in our in-house multiplayer games as well

Posted: Tue Nov 08, 2011 9:21 am
by teamgene
Great job! I love that you got the video too!
I can't believe that one enemy soldier survived and was able to kill two of your soldiers, unlucky!
Also, did you name the soldiers or did the game name them?
Posted: Tue Nov 08, 2011 9:39 am
by MajVonRyan
Nice work, the game is looking very good

Posted: Tue Nov 08, 2011 10:03 am
by MajVonRyan
Are the objects such as the cows etc placed in the battle area by the game itself as in 'random placement of objects' or placed by the designer as part of the map design?
The placement of four cows around the building looks a little staged, as in they appear to be evenly spaced, on all four sides of the building. It may have looked better if the cows were close or near a shell hole.
Posted: Tue Nov 08, 2011 12:04 pm
by Xerkis
Thanks all for the comments. Glad you are liking this and keep the feedback coming. That is what makes an AAR more fun.
Laxen wrote:That's a really nice spot for your snipers you've found there. Highly popular in our in-house multiplayer games as well

I might be tipping my hand on any future Multi Player games – but I love snipers and use them a lot.
teamgene wrote:I can't believe that one enemy soldier survived and was able to kill two of your soldiers, unlucky!
Also, did you name the soldiers or did the game name them?
I couldn’t believe it either. That just shows how your odds of hitting a target after you have moved is greatly dropped compared to firing when standing still.
The soldiers are randomly named by the game. It is one of the “wish list” items to be able to name your own men.
VonRyan wrote:Are the objects such as the cows etc placed in the battle area by the game itself as in 'random placement of objects' or placed by the designer as part of the map design?
The placement of four cows around the building looks a little staged, as in they appear to be evenly spaced, on all four sides of the building. It may have looked better if the cows were close or near a shell hole.
All objects are placed by the map designer. So those cows will be there every time. And by the way – they give a little bit of protection too.
Posted: Tue Nov 08, 2011 1:18 pm
by teamgene
How much cover are cows?
Ok was surprised at the number of hispanic names for random. Of course if I am trying to have a 442nd unit I would want to be able to have japanese names for the soldiers, so hope we will be able to edit them with the final release.
Posted: Tue Nov 08, 2011 1:47 pm
by Xerkis
Cows are a 2. Cover goes up to 3.
And I didn’t notice that before about the names – but now that you say it; yeah you’re right.

Posted: Tue Nov 08, 2011 2:24 pm
by VPaulus
Great work, Xerkis.
Posted: Tue Nov 08, 2011 2:48 pm
by Lillarpy
teamgene wrote:How much cover are cows?
Ok was surprised at the number of hispanic names for random. Of course if I am trying to have a 442nd unit I would want to be able to have japanese names for the soldiers, so hope we will be able to edit them with the final release.
Cows are Medium-cover.
Right now there is no "ingame" way of changing the names of soldiers but there is a file you can modify to change the names. So you could for example change all the names to Japanese Names and it would pick from that list.
@ Xerkis!
I will just save you the serching time
Game/Files/Teams
SoldierNamesAmerican for Americans
SoldierNamesGerman for Germans etc.
Change the files is on your own risk. We have not played around much with these files and I think you will need a couple of names to get it to work. So deleting all names and just add 1 name will most likely end up in a crash in the loading of a level. But deleting all names and adding a 20ish names would most likely work. Just make sure you make a copy first

!
Posted: Tue Nov 08, 2011 2:52 pm
by Xerkis
Lillarpy wrote:@ Xerkis!
I will just save you the serching time
Game/Files/Teams
SoldierNamesAmerican for Americans
SoldierNamesGerman for Germans etc.
Change the files is on your own risk. We have not played around much with these files and I think you will need a couple of names to get it to work. So deleting all names and just add 1 name will most likely end up in a crash in the loading of a level. But deleting all names and adding a 20ish names would most likely work. Just make sure you make a copy first

!
All of you at Zeal are beginning to know me all too well. That
was going to be my next thing to ask or look for.

Posted: Tue Nov 08, 2011 3:50 pm
by Xerkis
We are down by 60 and the enemy holds all three Control Points. HQ is most upset over this and in fact I have it from a reliable source that the general was seen kicking his personal aid from one end of the camp to the other.
Nonetheless, it is time to bring in another Sniper team and hope we can get this engagement turned around soon… Or the general will have all our skins.
Placing 2nd Sniper Squad on the far left to help 1st Recon. Both of my flanks only have one man each. Not a good situation at all.
Only two rounds left to make something happen.
The enemy went first this round since 1st Striker lost their Squad Leader.
For holding all three Control Points, we sure do not see many enemy squads around. They must be out there somewhere… but where?
1st Sniper took on fire from an enemy sniper team. I can’t see the enemy – but my snipers can…

It isn’t much, but it is a start to getting the momentum going our way. At least that is the theory.
1st Covering Squad is going for the closer of two targets on their right. This is to help relieve the pressure on 1st Striker, which is on their right as well. 1st Striker is down to only one man. That is all that is standing in the way of the enemy from out flanking us.
1st Striker might be down to only one man – but that is all that will be needed to take the flag on the flank.
And the same goes with 1st Recon.
I was able to capture two of the three Control Points by the end of this round. The two on our flanks. That should help to ease the tension back at HQ. Now as long as we can hold the ground we have fought for, maybe – just maybe, we might have a chance.
We need another Striker Squad to go after the center Control Point. I barely have enough CR to get one too. So far, everything about this skirmish is us holding on by our finger nails.
2nd Striker (full strength) moving in to go after the center Control Point.
1st Striker is still on his own out on the right flank. Fortunately, the enemy has not tried to exploit this weakness of ours.
HQ has sent down a change of strategy too. Instead of securing the flanks and not being overly concerned about the center; the general has switch the plan around and we are to make the center our strong point and then work on the flanks.
This have better work.
Video
2nd Sniper against enemy team. One of the targets is in some cover and will lower the chance to hit.
No matter – both targets eliminated! Excellent job Captain Watson and 2nd Lieutenant Garcia.

Posted: Tue Nov 08, 2011 3:52 pm
by Xerkis
VPaulus wrote:Great work, Xerkis.
Thanks!
And nice to see you venture out of the Panzer Corps forum.

Posted: Tue Nov 08, 2011 11:35 pm
by teamgene
Lillarpy wrote:teamgene wrote:How much cover are cows?
Ok was surprised at the number of hispanic names for random. Of course if I am trying to have a 442nd unit I would want to be able to have japanese names for the soldiers, so hope we will be able to edit them with the final release.
Cows are Medium-cover.
Right now there is no "ingame" way of changing the names of soldiers but there is a file you can modify to change the names. So you could for example change all the names to Japanese Names and it would pick from that list.
@ Xerkis!
I will just save you the serching time
Game/Files/Teams
SoldierNamesAmerican for Americans
SoldierNamesGerman for Germans etc.
Change the files is on your own risk. We have not played around much with these files and I think you will need a couple of names to get it to work. So deleting all names and just add 1 name will most likely end up in a crash in the loading of a level. But deleting all names and adding a 20ish names would most likely work. Just make sure you make a copy first

!
I would suggest making a copy of the files first, then play with changing the names.
Posted: Tue Nov 08, 2011 11:47 pm
by teamgene
Great job Xerkis! You even added more video HUZZAH!
lets see those striker teams in action!
Posted: Wed Nov 09, 2011 12:41 am
by Xerkis
I use the Generic Mod Editor, so not to worry about the files being overlaid. And changing the “random” name list isn’t all that high on my to-do at the moment.
Very glad you are liking the AAR.
I am “beefing up” the next installment now. Most likely, I will post it around lunchtime on Wednesday (that’s New York time zone)
Getting the imbedded photos and videos to be where they are supposed to be isn’t hard – but does take some focus to make sure you don’t mix them up. But I’m in a rhythm now, so all is going good… At least I think it is

Posted: Wed Nov 09, 2011 10:19 am
by Laxen
Looks like it's going pretty good for you as long as you don't waste any squads for nothing and maintain manpower advantage. You'll really need the new patch soon with different "difficulties"
Still intriguing. Keep it up!
Posted: Wed Nov 09, 2011 11:51 am
by Xerkis
Laxen wrote: You'll really need the new patch soon with different "difficulties"

Now you’re just teasing. That isn’t very nice.
… Don’t forget, I not only want the next version – but I want the map maker too.
