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Re: Ts4EVER scenarios
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Hi!
As promised, the second part of my 2nd battle of Kharkov "pseudo-campaign." 8 more scenarios. Many of these actually revisit places and forces from the first pack. As an example: In the "Return to Nepokrytaya" scenario, you are once again in command of Kampfgruppe Schmidt Ott (from "Schmidt Ott attacks") and you are fighting on the same map as "desperate stand". However, now destroyed british tanks and howitzers from that scenario litter the streets. I hope that this type of scenario series gives an idea of the progression this battle took. These scenarios are included: Quote:
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Re: Ts4EVER scenarios
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In case anyone is actually playing these... Back with the third installment. 8 more scenarios covering the last Russian offensive gasps and the beginning of Operation Fridericus, the German counter offensive that ended up cutting off the whole southern attack group, destroying them in a pocket.
There is lots of tank on tank fighting in these. The next and last installment will be a bit smaller due to the battle drawing to a close. Quote:
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Re: Ts4EVER scenarios
I am finally done with this project. The file attached to this post contains ALL scenarios from the previous releases, as well as 2 new scenarios to end the series. Hope you got some enjoyment out of these. I don`t know what my next project will be, but am open to suggestions.
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Re: Ts4EVER scenarios
Two Questions
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Re: Ts4EVER scenarios
There have been some changes to the old ones. Note that I removed the download: I made a mistake, namely including some of the older ones twice. It should be fixed in this archive.
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Re: Ts4EVER scenarios
The problem you have created is some of these are NOT in the order they appear in the game and that IS a problem. You have put Tank Panic at Fedorovka in slot 800...... it's scenario 766 is EVERY game that was patched to V12 so anyone DLing and extracting this last Zip is going to have 2 Tank Panic at Fedorovka......8 duplicates in total
All the old ones need to be set up in the slots they are already in everyone's game patched to V12 Quote:
They are a very nice series of scenarios and I have played a few and enjoyed them but you cannot simply re-issue ones renumbered that have already been issued with the patch so 766 - 773 are the slots the first 8 scenarios are in NOT 800-807 ..........and finally, we have told designers for 2 decades not the change the AO from a HQ unitclass to something else. In your Americans in the east 5/42 you have changed the AO to a PzII with an Armoured Command rating of 21..... |
Re: Ts4EVER scenarios
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Oops... that is why you don't do these things late at night. Anyway, third time is the charm: In this archive the first, already published scenarios will be overwritten instead and the Panzer II is fixed. I have also included the scenarios that may have been overwritten by accident by applying the first archive, so instead of reinstalling the patch you can just use this one.
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Re: Ts4EVER scenarios
From what I can see none of the 776-773 set has had any change since the release of V12.......do you agree?
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Re: Ts4EVER scenarios
I think they did, unless I misremembered something.
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Re: Ts4EVER scenarios
I'm looking at the Date modified information and the info for 766 in this set matches the one in my master patch game but I do see some differences in others so I will ensure that whenever we do release another upgrade all of the ones from that series you just posted will be included
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Re: Ts4EVER scenarios
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Was a bit miffed that in Counter Attack the Brits start out 280 points in the hole from four lost Shermans in the previous battle (Highlanders at Gerbini, #525) but that's cool. Had I been more meticulous in checking LOS, along with practicing greater care in gobbling up distant objectives I wouldn't have lost five (!) more Shermans to settle for an MV. Valley of Death was kinda hairy at times but still managed to wait out the Russian steamroller to recover lost VHs at battle's end. Playing #525, Highlanders at Gerbini (bass ackwards to Counter Attack chronologically, but who cares?), right now on Turn seven. All is well so far although it's too bad those 3-inch Mortars can't provide much support beyond the Germans' crust in front of the farm complex. Had this problem in a Brit LC; couldn't upgrade them to the longer-range version until early '44. Also no engineers for this assault. Tough. Got enough regular squaddies to discover mines and such one way or anothe other. Anyway it promises to be the usual challenging, entertaining, and at times frustrating sort of battle that players have come to expect from your bag of martial tricks. Hope this encourages you to create additional imaginative scenarios and campaigns for this wonderful game that may outlive us all. Cheers and thanks for everything! |
Re: Ts4EVER scenarios
Glad to hear you liked them.
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Re: Ts4EVER scenarios
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I used the christmas / new year pause to make a new scenario. It goes in slot 826. If someone is already using it, tell me and we will figure something out.
This is a pretty complex and tricky scenario, so plan in some time if you want to try it. Terrain was done with the Venhola tool and the forces are very close to the real thing. Quote:
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Re: Ts4EVER scenarios
Fun scenario. It required a lot of smoke and maneuver to get a DV.
I noticed a few odd things that may need attention. Russian formations E,F U, and V stay put and do not attempt to retake the V vexes near them. Same with the ATRs near the bottom of the map. Speaking of which, I did not know the Russian had this many ATRs in their entire army! I took out the mortar crews and their accompanying units so I don't know if they would have moved if I had ignored them. I had more causalities due to failed close assaults then I have ever experienced before. The Finns must try really hard when the commit to a close assault. Thanks for making these. |
Re: Ts4EVER scenarios
Hi,
thanks for the feedback! I set most formations to just defend, because in the past I often felt like the AI left good positions at inopportune moments. The mortar crews will counter attack after a certain turn (21, I think), unless you destroy them before. |
Re: Ts4EVER scenarios
I stumbled into the mortar crews while trying to be sneaky by making a flank attack.
I ran into a few of the others but I pulled back to the road afterwards. I had no idea of the others until after the game was over. |
Re: Ts4EVER scenarios
You mean the ones in the forest, right? I guess I could make those go active towards the end, although that might make the scenario even harder. Generally these troops in the forest are supposed to be the surprised screening force of the Russian rifle division. They had their morale lowered because they fought all day and didnt expect Finnish armor. So I am 50 / 50 on if I should let them counter attack.
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Re: Ts4EVER scenarios
I would suggest having them do so late in the game otherwise they may not ever see action.
When I encountered some of them I pulled back to the road. I left garrison units by the v hexes (units too chewed up to proceed) but a player who does not may experience the historical results. |
Re: Ts4EVER scenarios
Yes, the ones in the forest to the left of the road.
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Re: Ts4EVER scenarios
Ok will change that then. There will be a new version on the weekend with these difficulty adjustments, as well as more historical commander names.
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Re: Ts4EVER scenarios
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New version.
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Re: Ts4EVER scenarios
This scenario is now 827 in my master game. 826 has already been taken
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Re: Ts4EVER scenarios
Ok I will change it then to be safe for the future. Just to be clear: You know that this is just an updated version of the one I posted before and not a completely new one? Just so there is no confusion.
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Re: Ts4EVER scenarios
The one I put into slot 827 is your most recent posting
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It is the same scenario as the 826 one I posted before, just updated.
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Re: Ts4EVER scenarios
Yes, I know
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Re: Ts4EVER scenarios
Ok, good.
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Re: Ts4EVER scenarios
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I expected the AI having substantial infantry forces (parts of the 72nd Rifle Division, with tanks, heavy tanks and ISU-152s in support). I expected a Soviet counterattack to materialize halfway into the scenario. Some literature about the Finnish counter-attack at KUUTERSELKÄ suggest it should have been carried out with the full Finnish armoured division in order to be successful. My force turned out to be overkill for the scenario based as it was on the Swedish 9th Armoured Brigade organized late WW2. It included: HQ FOO team x3 Motorcycle Company Tank Battalion (4 companies) Tank Battalion (4 companies) Mech Inf Battalion (4 companies with APCs) Engineer Company (leg) x2 AA Company (40mm) AA Company (75mm - in a AT role) Heavy AT Company (tracked long 75mm) Artillery Battalion (off map - 10,5cm) Heavy Artillery Battery x2 (off map - 15cm) One Finnish rifle battalion (First/JR13 of four companies reinforced with 12cm mortars and 47mm AT-guns). Substituted the Finnish air for Swedish air strikes. Much of the Swedish tank strength was made up of 37mm armed light tanks but in total I had about three companies of (short 75mm armed tanks) - all but useless against Soviet tanks except at extreme short range. This is why I added the heavy AT Coy (with Pvkv tank destroyers, a type of AFV which was meant to be delivered to the Swedish army during WW2 but for some reason was delayed and showed up just after the war had ended.) The APCs were the armoured truck “KP cars” with no weapons. I deployed in the north roughly where the original scenario had the Finns starting positions (but out of sight form the T-34 group Kvikant surprised) and attacked down the LIIKOLA road. I did not stray much into the woods, only a hex or two with the Finnish infantry who held the flanks of the armoured attack. The Soviet forces in the woods (to the "east") do counterattack eventually. The weight of the attack by four manouver battalions(+) is more than the AI Soviet defender with in part depleted units can cope with. The IS and KV tanks were a major problem to take out though, all ended up immobilized by infantry close assault and had the Soviet crews bail. All Soviet AT weapons were dangerous to the Swedish tanks, even the AT rifles could do damage at close range. The AI Soviet behaves fine. Found no problems with the map. Venhola takes care of the contours but the road network, lakes, the support defences for the VT-line, the fields north of KUUTERSELKÄ are also correct. Well done! The fields are the area where most of the historical Finnish attack was stopped. |
Re: Ts4EVER scenarios
Thanks, very interesting! Note that irl the Soviets apparently had no ISU 152 and the Finns instead misidentified SU-76Ms.
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Re: Ts4EVER scenarios
Just like every Mk !V was a tiger in Normandy......
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Quite a bit like that. The Soviet ToE in my scenario is based on the recent Osprey Book about the battle and that one claims that while ISU 152s were roughly in that area, none were used by the units engaged. Because of that I went with the SU 76.
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Re: Ts4EVER scenarios
On the other hand, they also misidentified the new IS2 tanks they knocked out as "KVs" at first.
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Well that is easily done. The could have assumed it was a new variant of the KV....which it is actually...... and didn't know the new designation. In battle, a KV-85 could be mistaken for an IS-2 and vice-versa
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Re: Ts4EVER scenarios
Also FYI anyone building scenario's for the next update I have or have promised scenarios that ( right now....) go to 831 PLUS 13 slots beyond that are currently reserved so any new ones for now need to be numbered starting 845
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Re: Ts4EVER scenarios
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Käkelä mentions that the Finns knocked out a IS-2 that was wrongly called a "Klim" in the war diary during the battle. He also claims the Finns used the term JS-122 for the IS-2. Käkelä also claims that the initial contact on the LIIKOLA-KUUTERSELKÄ road was with five T-34/85 that were all knocked out. Following this Lt Aulanko's platoon is to have been ordered forward by Kvikant, and after he had switched assault guns (his own having a mechanical problem) ran into a ISU-152 that was also knocked out. Could be cases of mis-identification of course. As for the defence of KUUTERSELKÄ Käkelä gives: - bulk of the Soviet 72. Rifle Division - 185. Tank Regiment - 351. Assault Gun Regiment - 46. Anti-tank Brigade - 119. Seperate Anti-Tank Section (in Finnish terminology a section in the artillery branch is a battalion size formation) He does not go into what state the Soviet units where, they were not very shy about using heavily worn/understrength formations... |
Re: Ts4EVER scenarios
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EDIT CORRECTION ! 847 is now the next free slot |
Re: Ts4EVER scenarios
According to the Osprey book:
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Re: Ts4EVER scenarios
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For anyone nervous about running out of scenario slots....
http://forum.shrapnelgames.com/attac...1&d=1580688756 ......you can stop worrying. |
Re: Ts4EVER scenarios
And there was very much rejoicing, at least in my camp!!!
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2999, hehe...
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Re: Ts4EVER scenarios
BTW I took slot 847 (and may take 848, 849 and 850) if I have enough time till the next patch.
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Re: Ts4EVER scenarios
There will be a block reserved for User Campaign scenario extraction and WIP scenarios, probably in the 900s (DRG will coordinate)
The User Campaign editor works on scenarios in the old 1-999 range, since the number 1000 is a hard-baked indicator for "end of User Campaign" and that number is baked into umpty-five User Campaigns, so cemented in place. So there will need to be a block of unassigned scenarios for scratchpad use for UC design to save UC work from trampling over SP2 scenarios. Other than that - 2K new scenario slots free, just going through the tools like scenhack to find any hard coded 1K limits and changing to 3K, etc. |
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Right now my plan is to mark the last page that leads up to 999 as Reserved for Campaign Creation.....so 975-998 with 999 staying the Autosaved scenario slot
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Re: Ts4EVER scenarios
Just an FYI, so far I have filled scenario slots 775-807 and 832-852.
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Re: Ts4EVER scenarios
As mentioned in the other thread earlier, I am working on a new campaign. It will be an infantry-focused Russian campaign, set in one of the harshest environments of the war...
Maps will of course be made with the venhola tool to ensure accuracy. Unit strengths and equipment will be as close to the reality of the situation as possible and it will feature some unusual units, including some not normally included in the game, like OSNAZ special forces. Some teasers for the maps: https://i.imgur.com/iuNA1x8.png https://i.imgur.com/kWQyLaA.png |
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