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Allied: Battle of Girba

Posted: Fri May 03, 2013 3:37 pm
by uran21
Please post here your comments about this scenario.

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 5:11 pm
by semper_fidelis
I noticed that I was able to reinforce my core units to 15 during the deployment phase regardless of experience. Is that unique to the Allied Corps?

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 5:21 pm
by semper_fidelis
When reinforcing units in the open desert, those units show as disrupted by the amount of reinforcements received. If this is intentional, I think that this is an interesting mechanic that should make reinforcing in the fact of the enemy a much more interesting decision.

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 6:11 pm
by billmv44
When I upgraded my 11 strength Vickers Mk VI to a Cruiser tank, the strength level reduced to 10. This seems to be a bug. PzC doesn't behave this way. *EDIT* I just read the changes for V1.2, the reduction in strength when upgrading is on purpose (not sure I agree with it, but it's not a bug).

I also noticed the ability to strengthen above the experience level.

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 6:43 pm
by billmv44
General level. Starting prestige 2001, ending 1275. Triumph on 12/18. As previously noted, I upgraded my Vickers Mk VI to a Cruiser tank and added 1 more Cruiser.

Another fairly easy scenario. So far, the Italians are not very good. Other than the upgrade issue with the Vickers going from a 11 strength unit to a 10 strength Cruiser, there were no issues noted. *EDIT* I just read the changes for V1.2, the reduction in strength when upgrading is on purpose (not sure I agree with it, but it's not a bug).

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 7:26 pm
by Steakenglisch
Triumph on 7 of 18 without loosing an unit, that seems on the Level Oberst too easy?!

I noticed that i could deploy 8 units but there are only 7 deployment hexes? Is this a bug or a design decision?
I could bought a Fighter but there is no Airfield on this Map would it make sense to make planes purchaseable first when you have a map with an Airfield?

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 7:41 pm
by semper_fidelis
I tried to purchase a fighter as well, but if there are no airfields you cannot place it and so when you close the reserves pane, you get the prestige refunded as you never deployed the new fighter.

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 8:53 pm
by nikivdd
Colonel level

Upgrades: none
Purchases: two 25pdr (1 slot still unused)
I didnt overstrength any units

Same remark with the Hur I as in the previous scenario.
Finally a bit of action and experience points to catch. Italians attacked but are too weak, i suppose they should get a couple more strength points. Still waiting to engage the first italian recon. If the italians are actually the attackers, why not let them have the first move?

I was already two turns moving uproad when i got the ingame message to engage the italians up north (i had them already in my sights). I would also remove the aux 2pdr, with 8 core units the mission should still be very easy.

I could have finished the mission at turn 9 but i let the last italian unit survive long enough, while my recons were looking for possible supply depots...you never know.

No losses. DV 11/18. 1413PP

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 9:19 pm
by zappel
Beta 1 - Colonel

Similiar to the scenario "Fort Capuzzo" a nice and short scenario, I like it and noticed only some things:
- only seven slots for eigth units, probably this is wanted but it looks like a misbehaviour (perhaps it should be explained in the briefing,
nevertheless I was able to deploy the last unit at the end of the first turn)
- after the two easy scenarios at the beginnig this scenario is also very easy - good for a new campaign but now I'm expecting some tougher missions which are more difficult than the first three scenarios: I hope the next will be more challenging.
- eventually the aux forces can be weakend or dismissed

Re: Allied: Battle of Girba

Posted: Fri May 03, 2013 9:58 pm
by ThvN
Battle of Girba

General, Triumph 9/18

Prestige before/after deployment: 2099/1467
Prestige on last turn/incl. victory bonus: 1467/1867

Good tutorial mission to teach fluid (counter)attacks. As noted by others, there are 7 deploy hexes, although core size=8.

I used two QF 25-pdr guns here, and they were very powerful when used in offensive moves while switched in their AT mode, due to their range 1. Slow but deadly if used carefully.

Re: Allied: Battle of Girba

Posted: Sat May 04, 2013 12:13 am
by Tarrak
Scenario: Battle of Girba
Difficulty level: General
Outcome: Triumph on turn 13/18
Starting Prestige: 2392
End Prestige: 1426 (incl. victory reward)

As i started not with a full core i went early on a shopping tour. Bought 1 infantry with bren carrier, 2 25 pdr with a Quad as transport and upgraded the Vickers to a Crusader.

Again there is one deployment hex less then core size is. An air deployment hex is still missing so if anyone bought the fighter it's a sitting dead weight. Considering there are no enemy air units available at all i guess the fighter should not be unlocked at all in all this scenarios up to here.

The enemy attack is very very weak. The Italian tanks can't even really hurt my recon cars. After the message poped up i moved nice and slowly to the north. The little enemy defensive line wasn't really any problem as well but for new players it may be actually good way to learn about scripted counterattacks and defensive fire without bring in danger of totally killing their core.

Re: Allied: Battle of Girba

Posted: Sat May 04, 2013 1:25 am
by LostAgain
Playing FM. Waaaaay too few Itaians and way too easy a scenario...AGAIN!!! So far EVERY scenario has been a snooze fest consisting of simply moving my units around until I discover Italians and then killing them as they seem unable and unwilling to kill me. Come on guys, I KNOW you can do better than this!

Re: Allied: Battle of Girba

Posted: Sat May 04, 2013 3:02 am
by Razz1
L3/35 tank

When facing left, graphics are incorrect. Gun fire animation is at center. Should be up 2 and over 8 or more points.

Facing right seems to be correct.

Re: Allied: Battle of Girba

Posted: Sat May 04, 2013 3:20 am
by Razz1
General
start
end 2393

bought Artillery and truck

Re: Allied: Battle of Girba

Posted: Sat May 04, 2013 1:10 pm
by Longasc
Battle of Girba

Level: General
Start Prestige: 2223
End Prestige: 1703
Result: Triumph, 11/18
Bought/Upgraded/Losses: Bought 2x Cruiser Mk. I, lost 1 Aux Cruiser to an Italian Infantry

First really negative experiences with "entrenchment" and "rugged defense". The Italian tanks might be a little too pathetic?!
I formed a tank line in the South initially. Then I got urged to go North, found some entrenched Italian Infantry (2 Entrenchment)
All in all very easy, another tutorial


* only 7 deployment hexes for 8 units you can deploy?
* Don't allow people to purchase Hurricanes here, there is no airfield in this and the previous two scenarios
* "Not enough perhaps to have you Mentioned in Dispatches" BattleofGirbaC_victory.pzbrf
-> no capital letters please

Re: Allied: Battle of Girba

Posted: Sat May 04, 2013 10:46 pm
by uran21
Thanks to all for the feedback so far. Another in a row of tutorial scenarios putting armoured conflict and mobility in the focus. Stance of this scenario could be best described as encounter rather then defense or offensive. Player has the first move because of "pathetic" Italian tanketes because it is much more easier to control first moves and player experience this way. So why the tanketes are so pathetic? Because there is a higher chance for one shot - complete kill situation. This is especially amusing if played for the first time (wargame), it gives sensation of power. Of course after some time people lose interest for it if it is too repeatable and want more challenge.

This scenario will test lesons about artillery from previous one and give some target practice on tanks. Its fluidnes, defend - attack is also good to get used to. Hurricane and deployment hexes issues are fixed now. Trigger for message to go up the road is adjusted and will fire only if you don't have infantry box in sight.

Re: Allied: Battle of Girba

Posted: Tue May 07, 2013 8:56 pm
by produit
DV 11/18, FM. Ending prestige 1111. I sell 1 recon, upgrade one tank and bought 2 tanks, for a force of 2 infantry, 1 Artillery, 1 recon and 4 tanks.
Nothing special on this map, excepting the 7 deployment hexes for 8 units.

Third mission without real strategy, it is becoming boring. Pay attention to not lose people already knowing about strategic games.

Re: Allied: Battle of Girba

Posted: Wed May 08, 2013 7:56 pm
by maho1973
I've played a little bit cat and mouse with the Italians and let them capture the 3 VH. Then i took them back and got 300 pp extra. :D
As always mentioned, there are only 7 deploy hexes for 8 units. :!:

Re: Allied: Battle of Girba

Posted: Thu May 09, 2013 2:44 am
by monkspider
Battle of Girba

Level: General
End Prestige: 621
Result: Marginal Victory 18/18
Losses: 1x Cruiser

Man, I guess I am the only one that had trouble with this one! I bought an extra artillery, cruiser tank, and then disbanded one of my recons and bought an anti-tank gun. I found this one to be quiet easy until I ran into about five Italian artillery units in the north, which really slowed me down. It was tough to knock out their artillery without air support and artillery of own that only had two range. I only killed their last tank on the last turn, and some other Italian units still remained. Their massed artillery even allowed their tankettes to kill one of my Cruisers

Re: Allied: Battle of Girba

Posted: Fri May 10, 2013 8:40 pm
by nikivdd
Col beta2

No remarks here. Replay added in zip.