Market Garden 1944 - custom scenario
Posted: Sat Dec 10, 2011 11:21 am
Edit:
v1.1: Air transports now have double movement.
Adjusted the location of a number of German flak and garrison units.
Changed AI behaviour from passive to active for a bunch of flak units.
You can get the scenario here:
http://www.matrixgames.com/forums/tm.as ... =�
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I am looking for playtesters for this large, single v1.05 scenario.
The sticky thread is locked, so I was unable to post in the proper thread.
Also I can't figure out how to add an embedded picture here, there's one in the duplicate Matrix thread.
The scenario is meant to be played as Allies on General level.
I have not had any experience playing MP yet, so please advice me if I need to do anything special to make it work as a multi-player scenario.
This version cannot be played as German due to the AI being unable to handle paratroop landings.
later I will create a German-version if the AI problem is not fixed in the mean time.
The scenario uses custom efx.pzdat and equipment.pzeqp files, but all custom data is added to the default data.
So you should be able to just replace the default files, but please make a backup first!
Due to the 1km map i have doubled artillery ranges and air unit movements.
There are 329 Axis and 174 Allied battalion sized units on a ca 60x120 1km/hex map with 30 half-day turns.
Both sides get 50 prestige points pr turn and there are 5 free units slots for each side.
The Allies start with zero prestige and the Germans have 100 prestige points.
You will probably only afford a couple of units since repair will claim most of your prestige.
The Allies need to grab all 8 primary and 31 seconday objectives with 6 turns left of the scenario for a decisive victory.
Capturing all objectives by the scenario's end will give you a minor Allied victory.
The Allies' occupation of the German airfield Deelen on the top part of the map will trigger the release of the British 52nd Lowland air-transportable division on the bottom of the map.
The infantry of this division may then be air-transported to the two constructed airfields further north (or Deelen). The infantry battalions will leave their transports behind.
Allied occupation of the town Deurne on hte right center of the map trigger the release of the 8th armored brigade on the bottom of the map.
This is turn triggers release of more German reinforcements.
This playtest is mainly to establish if the play-balance is about right.
Experienced players will probably gain a decisive win on the default Colonel level.
I am currently having a hard time winning at General level (and I am quite familiar with the scenario after testing it about 30 times...).
If you are interested, please send an email to erik.nygaard@nrk.no
Have fun
Erik
v1.1: Air transports now have double movement.
Adjusted the location of a number of German flak and garrison units.
Changed AI behaviour from passive to active for a bunch of flak units.
You can get the scenario here:
http://www.matrixgames.com/forums/tm.as ... =�
---------------------------------------------------------------------------------------------------------
I am looking for playtesters for this large, single v1.05 scenario.
The sticky thread is locked, so I was unable to post in the proper thread.
Also I can't figure out how to add an embedded picture here, there's one in the duplicate Matrix thread.
The scenario is meant to be played as Allies on General level.
I have not had any experience playing MP yet, so please advice me if I need to do anything special to make it work as a multi-player scenario.
This version cannot be played as German due to the AI being unable to handle paratroop landings.
later I will create a German-version if the AI problem is not fixed in the mean time.
The scenario uses custom efx.pzdat and equipment.pzeqp files, but all custom data is added to the default data.
So you should be able to just replace the default files, but please make a backup first!
Due to the 1km map i have doubled artillery ranges and air unit movements.
There are 329 Axis and 174 Allied battalion sized units on a ca 60x120 1km/hex map with 30 half-day turns.
Both sides get 50 prestige points pr turn and there are 5 free units slots for each side.
The Allies start with zero prestige and the Germans have 100 prestige points.
You will probably only afford a couple of units since repair will claim most of your prestige.
The Allies need to grab all 8 primary and 31 seconday objectives with 6 turns left of the scenario for a decisive victory.
Capturing all objectives by the scenario's end will give you a minor Allied victory.
The Allies' occupation of the German airfield Deelen on the top part of the map will trigger the release of the British 52nd Lowland air-transportable division on the bottom of the map.
The infantry of this division may then be air-transported to the two constructed airfields further north (or Deelen). The infantry battalions will leave their transports behind.
Allied occupation of the town Deurne on hte right center of the map trigger the release of the 8th armored brigade on the bottom of the map.
This is turn triggers release of more German reinforcements.
This playtest is mainly to establish if the play-balance is about right.
Experienced players will probably gain a decisive win on the default Colonel level.
I am currently having a hard time winning at General level (and I am quite familiar with the scenario after testing it about 30 times...).
If you are interested, please send an email to erik.nygaard@nrk.no
Have fun
Erik