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-   -   RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign (http://forum.shrapnelgames.com/showthread.php?t=47288)

Double_Deuce April 8th, 2011 03:41 AM

RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
I inadvertently started this thread in the winSPMBT section so I am reposting it here where it belongs. :doh:

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I have started this new thread so we have a single place to post for the actual campaign. For those only "kinda" following along this is basically a group operational level game where each player takes the role of a commander and will play their "unit's role" through custom User Campaign's designed specifically for their unit.

For more information please refer to and read through this thread;

vs AI Tournament (Actually a Campaign)

Next, here is the draft campaign overview;

Quote:

RUSSIAN CIVIL WAR II**

April - May 1930.**

The Russian Civil War basically ended with the surrender of General Anatoly Pepelyayev and his White forces in the Far Eastern Ayano-Maysky District on June 1923. As the Red Army slowly pushed the Whites out of Siberia many commanders made their escape, along with a good portion of the men to safe haven among the US and British possession in the Pacific. Many more were given refuge in northern Japan where they continued to be armed and trained for their eventual return to the Russian mainland. The regions of Kamchatka and Northern Sakhalin remained under Japanese occupation until their treaty with the Soviet Union in 1925, when their forces were finally withdrawn, however the Japanese continued to eye the region for future conquest.**

It was with the onset of the Great Depression in 1929 that the opportunity finally started to present itself for a return of the White army. The Pitelinskii Uprising in January 1930 and increasing peasant revolts against forced collectivism only encouraged the Japanese to push the Whites harder. Hoping that the Red Army would be too occupied in eastern Europe to do anything this far east the Japanese prodded the Whites to act. **

In late March, 1930 act they did and a large army of White veterans boarded vessels supplied by the Japanese and were successfully landed at Okhotsk along the northern coast of the Sea of Okhotsk. As they quickly overwhelmed the small Red army garrisons in the area their beachhead expanded considerably. In less that 2 weeks they had occupied an area over 100 square kilometers reaching 100 kilometers to the north near Arka, 70 kilometers to to the west at Zapadnyy and 65 kilometers to the east at Ul'beya. Not wanting to be left out of any of the spoils, Japan, the United States and Great Britain quickly dispatched their own forces from nearby bases to "support" the effort in the hopes they could cash in on the considerable resources in the area the Whites had already overrun.**

Slowly the Red Army responded and the first available forces were dispatched by train from bases in central Siberia. Unfortunately, these were essentially small units recruited as personal bodyguards of former Red Army officers who were now nothing more than warlords that kept the peace in their local areas. They were the first to arrive and confront the Whites with promises from the Politburo that more heavily armed and better trained Red Army units would soon follow to finish the job.**

As one of these "warlords" you quickly organize your men and arrange travel to the east by train. You should be in the area assigned to you no later than April 3rd, 1930 and are expected to take up the attack within a day or 2 of arrival, if not sooner. To make sure you do your duty to the state a Commissar and his aide have been assigned to you.**

SPECIAL CAMPAIGN NOTES: **

THE COMMISSAR: The Commissar, his aide and a staff car will accompany your unit everywhere you go. Should you find ways to put the Commissar in position to get "Kills" and thus increase his standing as a true Hero of the Red Army he will make sure that he heaps added praise of your loyalty to the state in his reports to the Regional Commissar. Thus you can expect that you and your men will be given special attention when supplies are issued. This could mean critical access to armor or air support if in the area as well as recruitment of local troops to bolster your ranks. However, if the Commissar unit is killed you can expect to be punished heavily. The exact punishment depends on the whims of the Regional Commissar and could range anywhere from withholding of supplies, being ordered to make attacks you have little if any chance of winning, or even surviving and so on. Basically this means it is in your interest to put the Commissar in position to get easy "Kills" BUT not get him killed in the process.**

Double_Deuce April 8th, 2011 03:42 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
If you want to sign up, post your interest in the vs AI Tournament (Actually a Campaign) thread. I plan to use this thread for "official" communications with active players.

Double_Deuce April 8th, 2011 03:13 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
OK, here we go;

Attached is the campaign path for Brian61.

Quote:

Comrade, the train carrying you and your men from your garrison in central Siberia can go no further without risking the safety of the trains due to enemy activity. You are being offloaded with your supplies here at the village of Arka.**

Once you and you men are accounted for, you are ordered to proceed with your force to the railroad bridge east of here where it crosses the River Okhota. Local peasants in the area have informed us that Interventionist forces have advanced farther north than we anticipated since they landed the other week at Okhotsk and are currently setting up defenses in this area. You should reach the river just after dawn however be advised that visibility will be limited due to early morning fog. Once you arrive at the bridge you need to cross the river and secure the bridge as well as the railway leading south as that will be the main route of our northern forces advance. Without the rail in our hands, supplies will be severely restricted as we advance.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 041.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Double_Deuce April 8th, 2011 03:15 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Next up . .

Attached is the campaign path for Skirmisher.

Quote:

Comrade, now that you and you men are rested, you are ordered to march along the coastal road to Zapadnyy and occupy the village. The village needs to be cleaned out of all opposition as we intend to use it as a staging area to launch further attacks from here in the west. As you attack, Comrade Roman will be clearing the woods north of your position in an attempt to sweep behind the village and cut off the fleeing enemy.**

Local peasants, loyal to the state have reported that the enemy appears to be digging in and preparing to fortify the area. They have also reported seeing enemy aircraft overhead earlier in the day but it is highly unlikely they will be operating at night. Speed is of the essence here.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 042.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Double_Deuce April 8th, 2011 03:17 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
And the 3rd commander . .

Attached is the campaign path for Roman.

Quote:

We have just been informed by runner that Comrade Skirmisher will begin his assault on Zapadnyy just after midnight. It is time to rouse your men and begin the advance. You are to sweep east, clearing a path through the woods north of Zapadnyy so that our forces can then sweep around and seal off any retreating White forces as they try to escape from the village.**

Local peasants, loyal to the state have reported hearing engines coming from the woods along your route so be on the lookout for vehicles. The path through the woods must be cleared of any enemy forces.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 044.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Double_Deuce April 8th, 2011 03:20 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Anyone is free to download and play these on their own HOWEVER, please do not post or share any information you find out about the enemy with the players unit AFTER they have finished the battle themselves and I have uploaded the next scenario in their campaign path. ;)

Double_Deuce April 8th, 2011 03:28 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
For those wanting to follow along at the operational level I recommend Google Maps. If you do a search for Okhotsk > Region of Khabarovsk, Russia it should place you right in the area. Obviously this link is for the current modern area and we are playing circa 1930. It is only used a general backdrop for the campaign and is for reference only.

Double_Deuce April 8th, 2011 05:10 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
OK, looks like I forgot to overwrite the files with Pack Mule to Wagon change for the 82mm Mortars.

Corrected campaign path for Skirmisher is attached . . .

Quote:

Comrade, now that you and you men are rested, you are ordered to march along the coastal road to Zapadnyy and occupy the village. The village needs to be cleaned out of all opposition as we intend to use it as a staging area to launch further attacks from here in the west. As you attack, Comrade Roman will be clearing the woods north of your position in an attempt to sweep behind the village and cut off the fleeing enemy.**

Local peasants, loyal to the state have reported that the enemy appears to be digging in and preparing to fortify the area. They have also reported seeing enemy aircraft overhead earlier in the day but it is highly unlikely they will be operating at night. Speed is of the essence here.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 042.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Brian61 April 8th, 2011 05:31 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Quote:

Comrades, the bridge and the railroad have been secured and the Interventionists in the area destroyed. The price was paid in the blood of a few comrades including one of our snipers. Our Commissar, Lt Fierens, was quite brave at the end, assisting in the destruction of the enemy HQ and a weapons crew, unfortunately his weapon was not equal to his bravery and other units nearby were credited with the kills.:doh:
Quite a fun first battle, I was worried everyone would rout at the first shot but fortunately those that did rout were able to be rallied despite my poor rally skills (60!!).

Last turn before end result attached as zip.

Skirmisher April 8th, 2011 11:45 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775307)
OK, looks like I forgot to overwrite the files with Pack Mule to Wagon change for the 82mm Mortars.

Corrected campaign path for Skirmisher is attached . . .

Quote:

Comrade, now that you and you men are rested, you are ordered to march along the coastal road to Zapadnyy and occupy the village. The village needs to be cleaned out of all opposition as we intend to use it as a staging area to launch further attacks from here in the west. As you attack, Comrade Roman will be clearing the woods north of your position in an attempt to sweep behind the village and cut off the fleeing enemy.**

Local peasants, loyal to the state have reported that the enemy appears to be digging in and preparing to fortify the area. They have also reported seeing enemy aircraft overhead earlier in the day but it is highly unlikely they will be operating at night. Speed is of the essence here.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 042.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com



OK firstly, I enjoyed the battle.

Secondly, once the battle started and I saw 1930 combat power in all it's glory,I decided to play the wildcard.
I was going to get a kill credited to the Commissar.
I needed the extra help in the long run.

The battle begins and right away one of my Cossak platoons is caught in a crossfire between two snipers.
The rest of the Cossaks and HMG's took them out.
Mortars didn't seem all that effective.

The battle moves into the town proper and there's an HMG,scouts
and several squads of conscripts IDed.

Victory hexes are taken and the scout section of the enemy is down to one man.
The Commissar's driver hits the gas and heads for the secure hex right next to the last scout(who has used all shots for the turn)
An unseen scout section opens up from in town after a couple hexes and the staff car is destroyed.
Marines cover the pinned Commissar with smoke and on the next turn he attacks the scout.
I had turned OFF everybody elses weapons nearby, so they couldn't fire on the scouts.
After two turns of this, the Scout killed the Commissar and the aide.:eek:

Despite this, the attack continued and much of the town taken.

I emailed the final turn.

Roman April 9th, 2011 01:12 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Quote:

Originally Posted by Double_Deuce (Post 775298)
And the 3rd commander . .

Attached is the campaign path for Roman.

Quote:

We have just been informed by runner that Comrade Skirmisher will begin his assault on Zapadnyy just after midnight. It is time to rouse your men and begin the advance. You are to sweep east, clearing a path through the woods north of Zapadnyy so that our forces can then sweep around and seal off any retreating White forces as they try to escape from the village.**

Local peasants, loyal to the state have reported hearing engines coming from the woods along your route so be on the lookout for vehicles. The path through the woods must be cleared of any enemy forces.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 044.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Hello. And got the files. I played the first mission. I had major losses but the enemy was worse than me. Even killed their HQ. The brave Cossacks deserve a medal.

Roman April 9th, 2011 01:21 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
I had a problem. I was holding the turns until turn 7. Then I got tired and hoped to complete the turn 14. But after 14 turn ended the game. Bone had to do all over again on turn 7. I took more objectives but I lost my sniper and mortar that had not previously lost. :(

Double_Deuce April 9th, 2011 03:32 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
[quote=Skirmisher;775317]
Quote:

Originally Posted by Double_Deuce (Post 775307)
The Commissar's driver hits the gas and heads for the secure hex right next to the last scout(who has used all shots for the turn)
An unseen scout section opens up from in town after a couple hexes and the staff car is destroyed.

. . . .

After two turns of this, the Scout killed the Commissar and the aide.:eek:

Some members of the Politburo aren't going to be happy about that. :D

iCaMpWiThAWP April 9th, 2011 04:41 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Man, THAT was some really bad luck, i guess i'm using my comissar as an FO

Double_Deuce April 9th, 2011 02:37 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
And now for the 4th commander . .

Attached is the campaign path for iCaMpWiThAWP.

Quote:

Comrade, your forces have passed through Ul'beya and are approaching the objective area. It is imperative that you successfully defend the farmhouse and bridge to stop the enemy's advance as it will be several days until reinforcements from Kamchatka will start to arrive. Until then, you are on your own.**

Based on the speed of the enemy's advance we expect their lead elements to arrive at the bridge sometime around noon. Local peasants have also reported seeing Interventionist ships patrolling along the coast. It is possible that they will shell your position before they launch any ground attack. Unfortunately the peasants have not been so attentive to the makeup of the enemy's ground forces.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 043.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

iCaMpWiThAWP April 9th, 2011 03:30 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Will get to it, should have a report ready for army command tomorrow.
btw, end game screenshot=screenshot at max zoom, or parts of the battle area?
btw²-thanks for the pack mules.:up:

Double_Deuce April 9th, 2011 03:45 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Roman (Post 775319)
Hello. And got the files. I played the first mission. I had major losses but the enemy was worse than me. Even killed their HQ. The brave Cossacks deserve a medal.

Do you have the actual save game files? These are screenshots and I need to get into the individual unit info screens.

Double_Deuce April 9th, 2011 03:47 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 775356)
Will get to it, should have a report ready for army command tomorrow.
btw, end game screenshot=screenshot at max zoom, or parts of the battle area?
btw²-thanks for the pack mules.:up:

No screenshots, I need the actual save game files from the turn before the game end screen pops up.
Quote:

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

Roman April 9th, 2011 05:51 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
2 Attachment(s)
Quote:

Originally Posted by Double_Deuce (Post 775358)
Quote:

Originally Posted by Roman (Post 775319)
Hello. And got the files. I played the first mission. I had major losses but the enemy was worse than me. Even killed their HQ. The brave Cossacks deserve a medal.

Do you have the actual save game files? These are screenshots and I need to get into the individual unit info screens.

Ok. I am sending you turn 14 and 15. Do not know which it serves.

Roman April 9th, 2011 11:57 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775300)
For those wanting to follow along at the operational level I recommend Google Maps. If you do a search for Okhotsk > Region of Khabarovsk, Russia it should place you right in the area. Obviously this link is for the current modern area and we are playing circa 1930. It is only used a general backdrop for the campaign and is for reference only.

Now that area is completely urbanized. Earlier in 1930 will have been pure forest.:confused: :D

Double_Deuce April 10th, 2011 03:28 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Roman (Post 775367)
Ok. I am sending you turn 14 and 15. Do not know which it serves.

Mission 1 roman.rar seems it be the one. Man those Cossacks racked up some kills. :up:

iCaMpWiThAWP April 10th, 2011 06:48 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Code:

Loyal troopers advanced into the farm and secured the areas around the bridge, lake, and northern stream, an enemy light probe soon followed, with cavalry through the woods, motorcycles supported by a machinegun on the road, and a platoon trying to flank our force on the south. The commissar served as artillery spotter, when the MG was discovered, i tried to retreat him and the staff car into the staging area, but a hidden unit opened fire killing the driver and the commissar's aide.
FA-I armored car proved invaluable in the battle, supressing the enemy units without any return fire. More of these units could be commited to great success.
White forces Destroyer fired without any accuracy, but scared some nearby troopers.
We count 11 of our men killed, with estimated 80 to 90 enemy killed or wounded.
All enemy were routed off the map, killed or captured. We may have an opportunity to keep striking them should they fail to regain organization.

I lost a few man for stupid reasons, such as moving a scout team near the bridge, and coming under fire from a squad and a machinegun.:doh:

Roman April 10th, 2011 01:24 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
2 Attachment(s)
Quote:

Originally Posted by Double_Deuce (Post 775300)
For those wanting to follow along at the operational level I recommend Google Maps. If you do a search for Okhotsk > Region of Khabarovsk, Russia it should place you right in the area. Obviously this link is for the current modern area and we are playing circa 1930. It is only used a general backdrop for the campaign and is for reference only.

I took the google maps earth. Are the width and length of the combat zone.
To make an operational map from this map would have to invent the woods.
Although you can make the map with the game editor. The map is 6.22 km x 900 meters. Bone that would be 121 for 9 or 10 hexes.
Is that correct?

Double_Deuce April 10th, 2011 07:07 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Roman (Post 775408)
Quote:

Originally Posted by Double_Deuce (Post 775300)
For those wanting to follow along at the operational level I recommend Google Maps. If you do a search for Okhotsk > Region of Khabarovsk, Russia it should place you right in the area. Obviously this link is for the current modern area and we are playing circa 1930. It is only used a general backdrop for the campaign and is for reference only.

I took the google maps earth. Are the width and length of the combat zone.
To make an operational map from this map would have to invent the woods.
Although you can make the map with the game editor. The map is 6.22 km x 900 meters. Bone that would be 121 for 9 or 10 hexes.
Is that correct?

No, that's only a map of the city of Okhotsk. You have to check the Okhotsk > Region of Khabarovsk, Russia link to see the campaign area. Its over 150 square kilometers in size and stretches from Zapadnyy in the West to Arka in the North to Ul'beya in the east.

Roman April 10th, 2011 07:41 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Quote:

Originally Posted by Double_Deuce (Post 775427)
Quote:

Originally Posted by Roman (Post 775408)
Quote:

Originally Posted by Double_Deuce (Post 775300)
For those wanting to follow along at the operational level I recommend Google Maps. If you do a search for Okhotsk > Region of Khabarovsk, Russia it should place you right in the area. Obviously this link is for the current modern area and we are playing circa 1930. It is only used a general backdrop for the campaign and is for reference only.

I took the google maps earth. Are the width and length of the combat zone.
To make an operational map from this map would have to invent the woods.
Although you can make the map with the game editor. The map is 6.22 km x 900 meters. Bone that would be 121 for 9 or 10 hexes.
Is that correct?

No, that's only a map of the city of Okhotsk. You have to check the Okhotsk > Region of Khabarovsk, Russia link to see the campaign area. Its over 150 square kilometers in size and stretches from Zapadnyy in the West to Arka in the North to Ul'beya in the east.

Be there?

Double_Deuce April 10th, 2011 07:49 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Maybe this will help give an idea of where each unit is, and where they have moved (I would recommend the Satellite view with Terrain enabled).

RED ACTIONS CAMPAIGN MAP

Also, just to give an idea of the time frame, each turn (time between battles) is about 3-4 days. So 2 about battles, per week.

Roman April 10th, 2011 09:51 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775431)
Maybe this will help give an idea of where each unit is, and where they have moved (I would recommend the Satellite view with Terrain enabled).

RED ACTIONS CAMPAIGN MAP

Also, just to give an idea of the time frame, each turn (time between battles) is about 3-4 days. So 2 about battles, per week.

Perfect. Thanks

Skirmisher April 11th, 2011 01:24 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 775386)
Code:

i tried to retreat him and the staff car into the staging area, but a hidden unit opened fire killing the driver and the commissar's aide.
FA-I armored car proved invaluable in the battle, supressing the enemy units without any return fire.



The Commissar survived ,that's good.

In retrospect,I should have invested in an armored car,or cars.

I'll say I want to add them at this point,but complete radio silence from Command has me abit worried. They probably aren't looking upon my command favorably at this point.

Am I about to be thrown into a meatgrinder?

Will I be shadowed no more by Commissar's?

Will another appear to replace the last one?

Double_Deuce April 11th, 2011 06:30 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Working on the next set, about 1/2 way done. The scenario's I can pump out and test in about 30-45 minutes but its the text briefing file that takes me the longest to put together. :(

OH, and by the way. If your A0 unit gets KIA'ed, you are out of the campaign so if it comes down to it, feel free to use the Commissar as a human shield. :cool:

Also, for those following along I am updating the Google Map of the Campaign as I go along building the scenarios so you might occasionally get a sneak peak on what is headed your way.

Skirmisher April 11th, 2011 06:40 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775513)
Working on the next set, about 1/2 way done. The scenario's I can pump out and test in about 30-45 minutes but its the text briefing file that takes me the longest to put together. :(

OH, and by the way. If your A0 unit gets KIA'ed, you are out of the campaign so if it comes down to it, feel free to use the Commissar as a human shield. :cool:


That's cool.:cool:

Maybe if you focused on one player at a time, it would be less of a burden.

In order that you recieved the first battle back.

That way,you wouldn't need to account for all the text, all at once.

Brian61 April 11th, 2011 06:48 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775513)
The scenario's I can pump out and test in about 30-45 minutes

:eek: and if that includes the maps :faint:

I must say I'm impressed though, they certainly look and feel like they took much longer :up:

Brian

Double_Deuce April 11th, 2011 07:39 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Brian61 (Post 775517)
Quote:

Originally Posted by Double_Deuce (Post 775513)
The scenario's I can pump out and test in about 30-45 minutes

:eek: and if that includes the maps :faint:

I must say I'm impressed though, they certainly look and feel like they took much longer :up:

Well, they are only 30x30. :D

Double_Deuce April 14th, 2011 03:55 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Just an FYI. You may want to back up any existing Scenarios you have in your current winSPWW2 scenarios folder as I am using the lower slots when creating your follow on scenarios. This is so I don't have to click 25 times to get back to and load your followup scenarios during creation and testing.

Double_Deuce April 14th, 2011 04:09 PM

Comrade Skirmisher
 
1 Attachment(s)
Comrade Skirmisher, your next mission in the campaign is attached . . .
Quote:

Comrade, although the loss of the Commissar was a blow to our country his replacement has arrived in time for the next mission. As your men were unable to finish the job the other night, the enemy was able to withdraw in good order and has been slowly moving back towards the safety of Tsentral'nyy. You must press the attack and run the White dogs down, clearing the road to Tsentral'nyy and the area around Alexseev's farm.**

The attack will take place sometime after noon in the hopes that you can catch them on the open road as they evacuate their supply and munitions wagons. The weather is expected to be clear. The destruction of the supply and munition wagons is critical. As you advance, Comrade Roman will be attempting to cut off their western army's escape route along the Tsentral'nyy - Chil'Chikan Causeway.**

Failure here is, well, unacceptable.**
Mission #02

Install instructions:
Quote:

1) Unzip the C042_RED_ACTIONS_Skirmisher_002.zip file.
2) add U042i002.txt file to your winSPWW2 Campaigns folder.
3) add spscn062.cmt and spscn062.dat to your winSPWW2 Scenarios folder.
4) Start up your winSPWW2 game. Edit campaign 042 RED_ACTIONS Skirmisher by adding scenario 062 into node 002 (the third scenario slot).
5) EDIT your BUILD points for Node 002 to 17.
6) Save your edit by pressing SAVE in the lower right hand side corner of the screen.
7) Save again. Make sure you have done this - if your edit (adding of next scenario) is not saved the campaign ends.

Go back to your Saved Game file and continue the Campaign.
AGAIN: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com[/quote]

Double_Deuce April 14th, 2011 04:16 PM

Comrade Brian61
 
1 Attachment(s)
Comrade Brian61, your next mission in the campaign is attached . . .
Quote:

Comrade, congratulations on your capture of the bridge at Arka. You must continue your advance, clearing the road south towards Simga. There is an important Rail Transfer Station to your south that need to be secured.**

Our spies tell us the Whites are preparing to destroy sections of the rail to prevent us from keeping up with their rearguard. The weather is expected to be clear.**

An armored train is closely following your main force and this will support your efforts with 2x 76mm field guns.**

You will have 15 Repair Points for this mission. When you add the Scenario to your Campaign, set the BUILD points for Node 002 to 15. Make sure you SAVE again after doing this.**
Mission #02

Install instructions:
Quote:

1) Unzip the C041_RED_ACTIONS_Brian61_002.zip file.
2) add U041i002.txt file to your winSPWW2 Campaigns folder.
3) add spscn052.cmt and spscn052.dat to your winSPWW2 Scenarios folder.
4) Start up your winSPWW2 game. Edit campaign 041 RED_ACTIONS Brian61 by adding scenario 052 into node 002 (the third scenario slot).
5) EDIT your BUILD points for Node 002 to 15.
6) Save your edit by pressing SAVE in the lower right hand side corner of the screen.
7) Save again. Make sure you have done this - if your edit (adding of next scenario) is not saved the campaign ends.

Go back to your Saved Game file and continue the Campaign.
AGAIN: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Double_Deuce April 14th, 2011 04:21 PM

Comrade Roman
 
1 Attachment(s)
Comrade Roman, your next mission in the campaign is attached . . .
Quote:

Having penetrated the enemy's right flank north of Zapadnyy, you have been ordered to drive northeast and sweep in towards the coast to close the enemy's route of retreat along the Tsentral'nyy - Chil'Chikan Causeway. Once you reach the causeway you are to continue pushing southwest and clear the road and the Tsentral'nyy - Chil'Chikan Railway of any advancing enemy.**

Although Comrade Skirmisher failed to destroy the enemy at Zapadnyy he did manage to inflict enough damage to force them to withdraw towards Tsentral'nyy. This means that you can expect a large force moving your way as they fall back towards Chil'Chikan.**

You will have 23 Repair Points for this mission. When you add the Scenario to your Campaign, set the BUILD points for Node 002 to 23. Make sure you SAVE again after doing this.**
Mission #02

Install instructions:
Quote:

1) Unzip the C044_RED_ACTIONS_Roman_002.zip file.
2) add U044i002.txt file to your winSPWW2 Campaigns folder.
3) add spscn082.cmt and spscn082.dat to your winSPWW2 Scenarios folder.
4) Start up your winSPWW2 game. Edit campaign 044 RED_ACTIONS Roman by adding scenario 082 into node 002 (the third scenario slot).
5) EDIT your BUILD points for Node 002 to 23.
6) Save your edit by pressing SAVE in the lower right hand side corner of the screen.
7) Save again. Make sure you have done this - if your edit (adding of next scenario) is not saved the campaign ends.

Go back to your Saved Game file and continue the Campaign.
AGAIN: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Double_Deuce April 14th, 2011 04:22 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
ANOTHER FYI. You CANNOT Expand your current force. You can only REPAIR your existing Core.

Double_Deuce April 14th, 2011 05:17 PM

Comrade iCaMpWiThAWP
 
1 Attachment(s)
Comrade iCaMpWiThAWP, your next mission in the campaign is attached . . .
Quote:

Comrade, your forces have stopped the enemy advance cold. Now the time has come to counterattack and drive them back towards Partizanskiy however there is a choke point where they may be able to easily stop you. You will need to clear this area and make sure to way is open along the Partizanskiy - Ul'beya coastal roadway.**

In addition to the White force invaders local peasants have reported seeing both Japanese and British Interventionist troops maneuvering in the area. As with the Whites these foreigners are to be targeted as enemy's of the state. The weather is expected to be clear.**

You will have 24 Repair Points for this mission. When you add the Scenario to your Campaign, set the BUILD points for Node 002 to 24. Make sure you SAVE again after doing this.**
Mission #02

Install instructions:
Quote:

1) Unzip the C043_RED_ACTIONS_iCaMpWiThAWP_002.zip file.
2) add U043i002.txt file to your winSPWW2 Campaigns folder.
3) add spscn072.cmt and spscn072.dat to your winSPWW2 Scenarios folder.
4) Start up your winSPWW2 game. Edit campaign 043 RED ACTIONS iCaMpWiThAWP by adding scenario 072 into node 002 (the third scenario slot).
5) EDIT your BUILD points for Node 002 to 24.
6) Save your edit by pressing SAVE in the lower right hand side corner of the screen.
7) Save again. Make sure you have done this - if your edit (adding of next scenario) is not saved the campaign ends.

Go back to your Saved Game file and continue the Campaign.
AGAIN: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com

Double_Deuce April 14th, 2011 06:07 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Skirmisher (Post 775515)
Maybe if you focused on one player at a time, it would be less of a burden.

In order that you recieved the first battle back.

That way,you wouldn't need to account for all the text, all at once.

I may try to stagger the battles a little, like you mentioned, working on them as they are posted. I think I can work on 2 as the other 2 are posted and being played. The problem is the battles are pretty small so while I can whip them out quicker, you guys also plow through them quicker. :D

Right now I think I'm going to aim for a 1 week turnaround time from the time you post/email me the results of your battle till the next scenario for that player is posted.

Roman April 14th, 2011 10:16 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Done. My battle is over. Nothing remained of the enemy. I killed everything. Their heavy weapons and their headquarters. Cossacks again showed their worth.

Skirmisher April 15th, 2011 01:20 AM

Re: Comrade Skirmisher
 
Quote:

Originally Posted by Double_Deuce (Post 775643)
Comrade Skirmisher, your next mission in the campaign is attached . . .
Quote:

Comrade, although the loss of the Commissar was a blow to our country his replacement has arrived in time for the next mission. As your men were unable to finish the job the other night, the enemy was able to withdraw in good order and has been slowly moving back towards the safety of Tsentral'nyy. You must press the attack and run the White dogs down, clearing the road to Tsentral'nyy and the area around Alexseev's farm.**

The attack will take place sometime after noon in the hopes that you can catch them on the open road as they evacuate their supply and munitions wagons. The weather is expected to be clear. The destruction of the supply and munition wagons is critical. As you advance, Comrade Roman will be attempting to cut off their western army's escape route along the Tsentral'nyy - Chil'Chikan Causeway.**

Failure here is, well, unacceptable.**
Mission #02


Things started rather badly. The supply officer has informed me that my request for armored cars has been denied.
Then he tells me I have a few handfulls of points to repair my tattered forces. :smirk:

A new maxum HMG is purchased,one Cossak platoon is brought up to full strength.

As soon as the battle starts I see enemy units on the road just ahead. The new HMG unit opens up on an enemy squad.
The combined return fire from 4 or 5 units kills most of the HMG unit and the rest flee. Easy come,easy go.

We push the enemy as ordered and at the end of the day mission accomplished. We lost a decent amount of men from various other units. None were destroyed but most,if not all where weakened.

At least we didn't fail,and the new Commissar is intact.
He spent the afternoon calling in mortar strikes.

Final turn files sent.

Double_Deuce April 16th, 2011 02:46 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
iCaMpWiThAWP and Brian61 have you finished your battles? I have Roman and Skirmishers files.

iCaMpWiThAWP April 16th, 2011 04:20 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Quote:

Originally Posted by Double_Deuce (Post 775732)
iCaMpWiThAWP and Brian61 have you finished your battles? I have Roman and Skirmishers files.

Quick-played through mine:
Decided to avoid excessive losses, so i started with a platoon in the trench area, wich quickly turned into a confused melee, with me taking the "fort" without many losses.
then i used pack mules crews to capture the flags by the railroad.
tried to advance along the road with a platoon, but was met by british tanks and retread back into the fortified position, wich later proved decive winning the battle, as a platoon of marines tried to clear the road it blocked.
Japanese elite scouts scared me off the northern part of the map, nothing other than a little firefight with these same troopers there against a scout of mine wich retreated.
Late game AI counterattack didn't surprise me, i had decided to defend what ground i had 2 turns earlier, due to lack of heavy weapons to support the advance, but still was flanked by cavalry and had to divide the force, losing 2 flags because of that.
Battle turned bloody for the Whites, they stopped our advance, but learned that they can't swim against the red tide!
The comissar shot up a few units without destroying any of them during the counterattack, i tried retreating him into the woods but again, was caught by MG fire and the driver and his aide got killed, we're running low on drivers here.;)

BTW-Battle results may slightly vary from mine, as last turn AI is very active, and may end with 2 british tanks killed, or a platoon of my men routed.

Brian61 April 17th, 2011 12:20 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
1 Attachment(s)
Quote:

Originally Posted by Double_Deuce (Post 775732)
iCaMpWiThAWP and Brian61 have you finished your battles? I have Roman and Skirmishers files.

Sorry haven't been in good health. Managed a marginal (barely), but losses were low.

Double_Deuce April 17th, 2011 02:44 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Brian61 (Post 775746)
Quote:

Originally Posted by Double_Deuce (Post 775732)
iCaMpWiThAWP and Brian61 have you finished your battles? I have Roman and Skirmishers files.

Sorry haven't been in good health. Managed a marginal (barely), but losses were low.

No worries. Was going to start work on the next scenario set and wanted to make sure you didn't send them via email, cause I didn't get them there. ;)

Double_Deuce April 18th, 2011 06:27 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Another from the players if I may. I've been trying to test out the AI (mainly my pathing and waypoint usage) before zipping and sending you the scenario files. If you have any feedback on how the "AI" seems to be acting (with my programmed waypoints, etc) in your battles I would be interested to hear. Please note, not all of them are intended to be balanced but, are they challenging and feel like they fit the part in a bigger story. ;)

Skirmisher April 18th, 2011 08:34 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775836)
Another from the players if I may. I've been trying to test out the AI (mainly my pathing and waypoint usage) before zipping and sending you the scenario files. If you have any feedback on how the "AI" seems to be acting (with my programmed waypoints, etc) in your battles I would be interested to hear. Please note, not all of them are intended to be balanced but, are they challenging and feel like they fit the part in a bigger story. ;)

It's hard to judge waypoint movement on a smaller map,but
my battles so far have been good.

In the last one for awhile I was worried. The words "failure is unaceptable" rang in my ears and I was losing combat power to
enemy attacks here and there. I probably could have bought a better core to.

Roman April 18th, 2011 11:26 PM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775836)
Another from the players if I may. I've been trying to test out the AI (mainly my pathing and waypoint usage) before zipping and sending you the scenario files. If you have any feedback on how the "AI" seems to be acting (with my programmed waypoints, etc) in your battles I would be interested to hear. Please note, not all of them are intended to be balanced but, are they challenging and feel like they fit the part in a bigger story. ;)

The first battle was harder than the second. I'm thinking why....:re:
I already thought something. I do not know whether to tell you :confused:.... since it complicates my tactics;).
Well, I say. In the two battles I used my Cossacks to flank the enemy. In the second battle my Cossacks found less resistance, because most of the enemy forces attacked the center. :horse:

iCaMpWiThAWP April 19th, 2011 10:29 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
In my first battle the AI tried to flank me from both sides AND pushed the center. So this is a classical AI attack, throw whatever they got at me.

In the second battle the AI held it's ground for some turns and counterattacked the turn after i lost momentum. So there may be some waipointing in there...

Brian61 April 19th, 2011 11:03 AM

Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign
 
Quote:

Originally Posted by Double_Deuce (Post 775836)
Another from the players if I may. I've been trying to test out the AI (mainly my pathing and waypoint usage) before zipping and sending you the scenario files. If you have any feedback on how the "AI" seems to be acting (with my programmed waypoints, etc) in your battles I would be interested to hear. Please note, not all of them are intended to be balanced but, are they challenging and feel like they fit the part in a bigger story. ;)

In the first battle I didn't see any counter-attack or enemy movement (other than retreat/rout). I think though that this might have been due to the spoiling attack I launched south of the bridge across the river (hey, they're marines! :) ) under the supporting fire of my HMGs sitting in good overwatch positions.

The second battle, given the time constraints and very poor los along the railway, there was no other choice than a slow frontal attack along the railroad behind a walking barrage. There was a late counter-attack launched which included cavalry units from the north. They ran into my light screen of scouts and snipers reinforced by my FT engineer squad. As there were no VHs at risk, I mostly just retreated before the counter-attack and let it burn itself out against opfire on the advance.

Generally I don't care for infantry battles where time constraints are such that you need to advance more than one hex per turn. This is especially true when the terrain prevents long range support fire from mg's and los is such that overwatch and advance by bounds is problematic. I found this to be the case in the second battle, and, especially since I knew replacement troops would be hard to find, opted to fight very conservatively ignoring half the VHs in favor of force preservation.

Just as a side note, it is very hard to do railroads realistically in the map editor. Elevation changes and turns are very gradual on the main lines, los should be clear down a railroad bed to the limits of visibility barring obstruction by wreckage or smoke. Its a bit more relaxed with narrow gauge 'mining' railroads but even they are, in comparison to roads, very flat and slow turning. Outside of railway yards (where very slow speeds and short trains are the norm) and sidetracks (very slow speeds), its pretty much impossible to model a railroad turn on a sp map.

Hope this helps,
Brian


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