.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Campaigns, Scenarios & Maps (http://forum.shrapnelgames.com/forumdisplay.php?f=140)
-   -   WIP Campaign "Kampfgruppe Weber" (http://forum.shrapnelgames.com/showthread.php?t=49893)

Ts4EVER July 20th, 2013 04:28 PM

WIP Campaign "Kampfgruppe Weber"
 
Quote:

Kampfgruppe Weber

August 1944

Design by Ts4EVER

Do you have what it takes to lead a mechanised German Kampfgruppe out of the Falaise Pocket?

This is a hard campaign. You will not have time to refresh your troops, so keeping casualties low is paramount. Pick your fights carefully. Especially your Panthers would be a terrible loss.

Your core force consists of a Panzergrenadier Company supported by two platoons of Panzers. These are high quality, well equipped troops, but make no mistake: You are facing an enemy who enjoys total material and air superiority. You will not win this war, but you might be able to save your men.

Feedback is very much appreciated. This campaign probably still needs a lot of tweaking.

EDIT: FINISHED VERSION ON PAGE 3

wulfir July 20th, 2013 10:27 PM

Re: WIP Campaign "Kampfgruppe Weber"
 
First battle done! :)




---- S P O I L E R S B E L OW ------

---- S P O I L E R S B E L OW ------

---- S P O I L E R S B E L OW ------

---- S P O I L E R S B E L OW ------





Turn 00, Radio message from KG Weber:

"On Ablaufline ready, standing by."

Kampfgruppe deployed along the lower road ("Southern road"). Aiming to size the wooded hill overlooking all objectives. Sptize; PzGren-Zug Kessler, on foot.

Turn 01, Radio message from KG Weber:

"Weber tritt an...!"

Kessler leads the attack on foot followed by Pz-zug Schneider (Panther) and Kp-Trupp Kompanie Tauber.

Turn 05-09, erste Fiendberührung. Kessler bumps into Ami infantry screening Objective Yellow. Pz_Zug Schneider is called forward and is engaged by 57mm Pak, two Panthers are damaged - both losing their main guns. Wooded hill is taken without resistance.

Pz-Zug Kramer (PzIV) is deployed on the hill, in cover. MG-Zug Scherrer deploys its MG42 on the hill. Bauers SdKfz 234/1s are brought forward on the hill.

PzGren-Zug Krause (Gep.) is kept in reserve behind the hill.

Turn 10-20, Objective Green taken without resistance by Tauber.

Kessler meets with moderate resistance advancing on Obj Yellow. Can not identify enemy Pak-Stellung, Panthers called back. MG and Grw fire drives the Ami infantry back and Kessler takes Obj Yellow but suffers losses.

The Moebelwagen damages one Lightning and shoots down another but is then in turn destoryed by Jabos. No survivours. Enemy artillery imobilise a half-track and both of Bauers two SdKfz 234/1s.

Kramer loses one PzIV and has one PzIV damaged to Pak-fire from Objective Red.

Turn 21-25, Radio message from KG Weber:

"Krause Objective Red, links umfassen."

PzGren-Zug Krause moves out to flank Obj Red on the left but is targeted by enemy Jabos. Only Krause's own section and half-track makes it, the rest of the platoon is wiped out. Attack on Obj Red is called off.

- - - - - - -

Very nice map, good deployment of the American forces. Fun to play. :up:
I was somewhat careless and recieved a major bloody nose, and lost about half of the KG's combat-power. I see no need to change anything.

wulfir July 21st, 2013 04:07 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Second Battle done :)

---- Spoilers Below -------

Turn 00, Pz-Zug Schneider with one fully operational Panther and two damaged but running ones, Pz-Zug Langkeit (PzIV - Kramer dead, Langkeit now boss) with one Jpz IV, one fully operational Pz IV and one PzKw 1c along with one barely running PzIV and PzGren-Zug Krause (one PzGren section and one half-track) are deployed forward.

The rest of the Kampfgruppe is deployed to the rear.
This includes:

*Stab KG Weber
*Ari VB
*Kp-Trupp Kp Kronz (Tauber dead, Kronz now boss), and one half-track.
*Bauer with one fully operational SdKfz 234/1, and one damaged.
*PzGren-Zug Kessler with two sections and one SdKfz 251/9 (the soft trucks are withdrawn off-map).
*MG-Zug Scherrer with three MG42 MMG sections, no transport.
*Grw-Zug (intact).

Turn 01-05, Schneider and Langkeit moves forward and blunt the Ami lead element. Shoots up a number of recon vehicles.

Turn 06-10, American artillery and Jabo's shoot up the deployment area of (Aux) Pak and FlaK platoons. Schneider and Langkeit conducta a fighting retreat, knocking out a number of enemy tanks without sustaining any losses.

Turn 11-15, artillery and Jabo's knock out two of the GrW-tracks and the rest are withdrawn off-map. The one SdKfz 251/9 is imobilized by arty fire. The one undamaged Panther is immobilized after being hit by Jabos. Crew bails out.

Turn 16 - 22, enemy advance basically held with the destruction of the bulk of enemy Panzers destroyed. Ami infantery presses on, regardless but moves too slow. The Kampfgruppe's last undamaged 251 half-track is destroyed by Jabo attack.

-------------------------

The map is very good. Another fun scenario to play. Veteran players will probably not have a too difficult time slowing down and halting the American attack. I still had possesion of the two last objective clusters, but was saved by the bell - if the scenario had been longer I would have have to fight over the second last cluster too (the houses in front of the bridge) - the Americans at that Point still had 5 tanks, 1 M10 and a somewhat reduced infantry company left.

All core force losses in this battle were to air and artillery.

wulfir July 21st, 2013 04:59 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Third "battle" done :)


The text breifing says "The Southern route is shorter, but seems comparatively safe so far" - I assume it should read "The Southern route is longer...", regardless I'll go with safe given the poor state my KG is in...:hurt:



Radio-message from Division;
"Erbitten Standort Weber."

Radio-message from KG Weber;
"Road fork North route, South route. Moving on South. No enemy."

Radio-message from Division;
"Report materiel and personnel situation."

Radio-message from KG Weber;
"Heavy losses. 2 mortar half-tracks in running order.
Kp Kronz heavily reduced, infanteriestärke of one platoon transport only trucks, one armoured car, one damaged.
Pz-Zug Schneider - one Panther, two damaged.
Pz-Zug Langkeit, one Jpz, one PzKw Ic, one PzIV, one damaged.
MG-Zug Scherrer, three MMG sections.


---------------------

Campaign branches - by choosing what which VH to take. It might be neccessary to state that for taking the South route one needs to select only the South VH or some players might still take both VHs.

wulfir July 21st, 2013 07:31 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Fourth battle done. :)

----- Spoilers ----------


Turn 00, KG deployed in deployment zone village. Expect main enemy attack along main road.

Turn 01-05, Bauer's two armoured cars are sent on a recon mission, to keep an Eye on the KG right flank. (Now I notice the damaged armoured car is not a 234/1 but a SdKfz 234/3, ops). Pz-Zug Schneider is lead element.

Enemy infantry attack develops on the village held by Kp Ziegler.

Bauer spots American infantry, platoon strength, advancing on the flank of the KG - seemingly aiming for the village where KG Weber staff and mortar elements are deployed. Bauer engages.

One single PzIV, Kp Kronz HQ element, the remains of Krause's platoon (one section) and a MMG section from Scherrer's platoon are re-directed to defend the HQ village. Expect tanks to show up behind Ami infantry.

Turn 06-10, enemy infantry breaks into Ziegler's village. Heavy fighting. Ziegler is pushed back. Schneider and Langkeit reach Zieglers position. Enemy losses start to mount. Enemy tanks supporting the attack on Ziegler are engaged by Schneider and Langkeit.

Bauer withdraws fighting. Just as the lone PzIVh, commanded by Metzger, shows up a company of Shermans appear. Metzger knocks out three before retreating.

Turn 11-15, Ami Panzers reach HQ village. Metzger's PzIVh is knocked out. Remaining units in village to pull out. Pz-Zug Langkeit to disengage and pull back in case enemy tanks at HQ village strike for centre village, held by Major Ulrich, reinforced with Kessler and Scherrer. Enemy artillery hit our positions. Ziegler still master of his village.

Two StuG III arrive. Nice. StuGs reinforce Langkeit, engages enemy Panzers now advancing from HQ village, 4 knocked out.

Kronz and Krause manage to slip away on foot and avoid detection near HQ village.

Turn 16 - 20, enemy tank Company is ambused upon approaching Ulrich's village by Langkeit. 9 Shermans are shot up without friendly losses. Kronz and Bauer re-establish control over HQ village against minor resistance from American infantry.

Some fighting still rages in Ziegler's village. Enemy effort dies down. Heavy artillery fire.

Turn 21 - 30, fresh enemy infantry make another effort at siezing HQ village. One mortar half-track knocked out to close assault. Weber's command Lynx engaged. The PzKw 1c is taken out by a bazooka hit. A major tank attack also develops to the east. Both Langkeit and the StuGs are needed to check it. Elements in HQ village will have to cope on their own.

The last enemy tank attack against Ulrich and Zeigler's positions is defeated by fire from Schneider's three Panthers and Langkeit's single Jpz IV. Sherman return fire Bounces on the Panthers and most Shermans burn. Heavy artillery fire hit Zeigler's village and at battle's end there are both German and American elements present in the village.

At HQ village Bauer and Kronz restore order and dispatch nearly all of the infantry that managed to infiltrate. Close assault claims the last mortar half track.

---------

Excellent map. Better still is the set-up of the AI controlled American forces and the path of attack. Keeps the player guessing. I expected minor attacks on the deployment village along the "dirt road", but not a major attack as developed. I also expected a minor attack on the centre village from the "North" which did not happen and a major push along the main road against the village held by Ziegler - and I did not expect Ziegler's rather weak force to hold for long. Creative and fun setup!

(If I have time I'll play the North route too.)

DRG July 21st, 2013 08:14 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
When this campaign is finalized I would be happy to include it ( and it's maps ) with the next patch

Don

wulfir July 21st, 2013 09:04 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Fifth battle done :)

Turn 00,

Kampfgruppe strength:
HQ track (PzKw II Luchs)
Ari VB
PzGren Kp Kronz ,
- HQ section
- Pzspäh-Zug Bauer (two armoured cars, fully operational),
- PzGren-Zug Krause (one section)
- PzGren-Zug Kessler (two reduced sections, three trucks, one damaged SdKfz 251/9)

and

Pz-Zug Schneider (two fully operational Panthers, one damaged)
Pz-Zug Langkeit (one JpzIV, one damaged PzIVh)
MG-Zug Scherrer (three MMG sections)

KG and attached units all deployed on the lower road. I expect the town to be defended by minor forces but at least one platoon of AT guns that will be dangerous. Aux elements in the lead. Sacrifice the orphans first.

Turn 01-07, upon appraching the town lead elements draw fire. Bauer's SdKfz 234/1 is knocked out by a 57mm ATG. HMG fire also directed against the KG knocking out a truck.

Through a gap in our smoke screen HMG fire knocks out our Bus-Nag and a bunch of troops from the attached Kompanie Heinelt. Remaining inf deployed on foot, advancing. American infantry and AT guns engaged. One AT gun knocked out, one own Strumpanzer IV knocked out.

Turn 08-15, infantry breaks into the town, identfies another AT gun and knocks it out. Third AT gun manages to knock out the SdKfz 234/3 and the SdKfz 252/9. Infantry and Panthers fight their way into the town towards the VH. An enemy light tank platoon shows up and is taken under fire.

Turn 16 - 22, infantry drives off the remaining Ami troops from the VH area. SP-artillery is destroyed.

-----------------

Map as always fine. My rather beat up KG just about managed to fight its way to the single VH by turn 14. I figured there were more AI infantry in town that would counterattack the VH once I took it, so I waited until turn 21 as not to trigger a counterattack I might not be able to withstand. The American light tank platoon and Armored inf plt counterattacks, but not the M20/M10 Group (<-- these had not moved by the end turn). Were they meant to be triggered by the capture of the Victory Hex?

wulfir July 21st, 2013 09:16 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Sixth "battle done" :)

I go for the single Tiger.

--------------------

It would be helpful if there could be some map text included that indicates which VH captured leads to which result.

wulfir July 21st, 2013 10:47 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Final battle :)

--------Spoilers below -----------

Turn 00, KG Weber strength:

HQ track (PzKw II Luchs)
Ari VB

PzGren Kp Kronz
-HQ Section
-PzGren-Zug Kruase (one pzgren section of 6 men)
-PzGren-Zug Kessler (two pzgren sections of a total of 8 men (3+5), one opel truck, not a scratch on it.

and

Pz-Zug Schneider(two fully operational Panthers, one damaged)
Pz-Zug Langkeit (one fully operational Jpz IV and one damaged PzIVh)

MG-Zug Scherrer (three MMG sections)

Turn 01-08, British scout teams probe the defences at the bridge. Truck mounted British infantry appear on the centre Ridge. Mortar and 25 pdr's bombard the bridge defences. Infantry and Churchill tanks attack. Despite trying to mask the movement to the bridge by KG Weber, British infantry fire upon the opel Truck. Kessler is killed. American infantry attacks from the opposite direction of the British. Caught in a pincer. The King Tiger knocks out three Churchill tanks.


Turn 09-15, American infantry attack also against the bridge. American tanks show up but run into fire from the deadly Panther crews (now veteran). British infantry reaches the bridge and their 6 pounders claim both the un-damaged Panther tanks. Schneider is killed. The last PzIVh is taken out by 6 pdr fire. Mortar fire kills the last opel.

Weber makes it across the bridge.

The last Panhter makes it across.

Langkeit in the JpzIV makes it to the bridge with our Ari VB.

Kronz, Krause and Scherrer are stuck on the wrong side. There's no hope for them. They all fall or surrender.

Allied artillery pounds the small German pocket. A Bazooka team knocks out the King Tiger on the bridge.

Turn 14-19, the far end (one VH) is defended by what remains of KG Weber - Webers own Luchs, the Ari VB team, one damaged Panther and the JpzIV.

The game ends on turn 19 when the last VH falls to allied infantry crossing the bridge.

-------------

The last scenario is hard. I tried to set up a small bridgehead from where I intended to burn the attacking AI forces, which failed. I then had to rush whatever could get across the bridge and try to hold the enemy off from the other side which failed too. I had only four untis left of the entire KG at the end, and only one - Langkeit's JpzIV/48 F1 was undamaged (this unit was also the only to achieve elite status, with 28 kills).

I managed to kill a fair number of AI infantry units but did not face the majority of American tanks because of the game ending before these could get into action.

wulfir July 21st, 2013 10:58 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
I greatly enjoyed the campaign. IMHO it is very well done. The "atmosphere", especially, is great.
The maps look great and I found no problems with deployment zones or anything else.

The size of the campaign is probably ideal - for the vast majority of players it will not get overwhelming or tedious.

The lack of refitting points is punishing but fits well with the theme I think - however the game did allow some lightly damaged units to be refitted back to full health.

The most dangerous enemy units were AT-guns, artillery and fighter bombers...

Ts4EVER July 21st, 2013 11:53 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Wow thanks for the great feedback. I'm glad you like it. I will add some more map descriptions in the scenarios where you can choose. Seems like the last scenario plays out like I intended: almost unwinnable, but you can save some units over the river. What was the final campaign result btw?

wulfir July 21st, 2013 02:01 PM

Re: WIP Campaign "Kampfgruppe Weber"
 
Germany
Men 365
Arty 5
Soft Vehicles 4
APCs 9
AFVs 16

Score: 1187

Allies
Men 1076
Arty 6
Soft Vechles 6
APCs 17
AFVs 73
Air Trs/Helo 1 (<-- don't know what that is, IIRC there was only one Lightning shot down...)
Aircraft 1

Dec Defeats 2
Marginal Defeats 0
Drawn Battles 2
Marginal Vic 2
Dec Vic 1
Battles Fought 7

Campaign Score 9
Last Result draw

glaude1955 July 25th, 2013 10:56 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Germany
Men 353
Arty 5
Soft Vehicles 2
APCs 9
AFVs 18

Score: 479

Allies
Men 1228
Arty 10
Soft Vehicles 6
APCs 13
AFVs 60
Air Trs/Helo 1
Aircraft 0

Score 1336

Dec Defeats 2
Marginal Defeats 1
Drawn Battles 0
Marginal Vic 3
Dec Vic 1
Battles Fought 7

Campaign Score 9
Last Result draw


The theme I liked, the presentation of Wulfir prompted me to try this campaign.

Not easy to change the way of playing. The first scenario was played with great caution because I was afraid for the next steps without refit! All hexagons were captured and I had destroyed the U.S. headquarters. I thought, wrongly, cause an adverse rout but this was not the case (it seemed to me that in the past, the tour consistently finished once in possession of all the hexagons and destroyed the enemy HQ) the final laps were past to defend the hexagons. Many infantry losses and some losses of armored personnel carriers (Artillery, Planes, anti tank guns and Bazookas ... Pretty hard to find, antitank teams Bazookas are a scourge! My losses amounted to 54 men, 5 transport troop and 1 panzer ..

Playing without refit is exciting but at the same time frustrating. A squad may still be messed pined. Throughout the following different scenarios, I had a Panther so damaged that he could not pull that off. If he moved, finished shooting!

This campaign is very well designed, we find no difficulty in the atmosphere described in different documents of this time tracing the agony of the German units in the long corridor of death. The fear of "Jabos" is present.
The final is at the height of the campaign. The last bridge! It is very far. Enemies everywhere whose deadly noose tightens more and more laps. And do except save the available forces are too weak to attempt anything. Apart Kingstiger, I have a Panzer IV (unharmed !) A Panther (8 points of damage.) and my 4 SdKfz 250/7 Just enough to delay the arrival of 3 Churchill.

In the end, I just managed to bring healthy and save pzkw II Lucks, a PzGren SMG (-6 damage) on a Sdkfz 251/1 (1 damage), a Panther (8 damage) and Pz IV (intact! )

It was a real pleasure to play this campaign, the maps are beautiful and very playable. Congratulations to Ts4EVER for his work. One caveat, you want to shout "Again, again, again other campaigns!"

Regards

Yves

Le thème m'a plu, l'exposé de Wulfir m'a incité à essayer cette campagne.
Pas évident de changer sa façon de jouer. Le premier scénario a été joué avec beaucoup de prudence car je craignais pour les étapes suivantes sans refit ! Tous les hexagones ont été capturés et le QG américain détruit. Je pensais, à tort, provoquer une déroute adverse mais ce ne fut pas le cas (il me semblait que dans le passé, le tour se terminait systématiquement une fois en possession de tous les hexagones et le QG adverse détruit) les derniers tours ont été passés à défendre les hexagones. Beaucoup de pertes d'infanterie et quelques pertes de blindés de transport (Artillerie, Avions, Canons anti chars et … Bazookas ! Très difficile à découvrir, les équipes antichars Bazookas sont un véritable fléau ! Mes pertes s'élèvent à 54 hommes, 5 transports de troupe et 1 char.
Jouer sans refit est passionnant mais en même temps frustrant. Un squad amoché risque de toujours être pined. Tout le long des différents scenarios suivants, j'ai eu un char Panther tellement endommagé, qu'il ne pouvait tirer qu'à l'arrêt. S'il bougeait, fini le tir !
Cette campagne est très bien conçue, on retrouve sans peine l'atmosphère décrite dans différents documents d'époque qui retrace l'agonie des unités allemandes dans le long couloir de la mort. La peur des "Jabos" est bien présente. Le final est à la hauteur de cette campagne. Le dernier pont ! Qu'il est bien éloigné. Des ennemis partout dont l'étau mortel se resserre de plus en plus au fil des tours. Et que faire à part se sauver, les forces disponibles sont bien trop affaiblies pour tenter quoi que ce soit. A part le Kingstiger, il me reste un Panzer IV (intact !) un Panther (8 points de dommage).et mes 4 SdKfz 250/7 Juste de quoi retarder l'arrivée des 3 Churchill.
Au final, j'ai juste réussi à ramener sain et sauf le PzKw II Lucks, un PzGren SMG (-6 dommages) sur un Sdkfz 251/1 (1 dommage), un Panther (8 dommages) et un Pz IV (intact !)
Ce fut un vrai plaisir que de jouer cette campagne, les cartes sont magnifiques et très jouables. Bravo à Ts4EVER pour son travail. Un bémol, on a envie de lui crier "Encore, encore, encore d'autres campagnes !"

Ts4EVER July 25th, 2013 03:44 PM

Re: WIP Campaign "Kampfgruppe Weber"
 
Thanks for the feedback. Some thoughts:

Artillery and air: Do you think I need to tune this down a notch? Obviously the threat of Jabos and Allied artillery supremacy was a huge factor in Normandy and beyond, but gameplay wise these elements tend to be frustrating for the player on the receiving end.

Repair points: I am thinking about adding a few of those, mainly to repair damaged tanks and refit infantry groups. Something along the lines of 50 points across the whole campaign. It wouldn't allow the player to buy new tanks, but to repair some damage.

The mission where you take out the Priest battery: I am not sure of this one, my gut feeling is that it doesn't really "fit" with the rest of the missions. Quite frankly it was a last minute addition. Originally I wanted to do a mission where you sneak through american lines at night, but it never worked as well as I wanted and felt gimicky. So what are your thoughts on that one?

BTW the heli casualty probably was a scout plane.

glaude1955 July 26th, 2013 05:22 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
A) Artillery and air: Do you think I need to tune this down a notch? Obviously the threat of Jabos and Allied artillery supremacy was a huge factor in Normandy and beyond, but gameplay wise these elements tend to be frustrating for the player on the receiving end.

No, I think that nothing should be changed (or perhaps increase a notch but we must consider the non-refit) because these threats were real at the time and were a nightmare for the German troops. It's frustrating to lose units of artillery or air attacks, but this is the reality. Maybe he should add a scenario delay or defense (rather delay to avoid retrenchments) under the blows of a carpet of bombs previous significant enemy deployment.
What is unfortunate is that Winspww2 does not mix the infantry and condemns the player to keep several invalid units that cannot move and do not have much more fighting power.

Non, je pense qu'il ne faut rien changer (ou peut-être augmenter d'un cran mais il faut penser au non refit) car ces menaces étaient bien réelles à l'époque et représentaient un véritable cauchemar pour les troupes allemandes. C'est frustrant de perdre des unités sur des tirs d'artillerie ou des attaques aériennes mais c'est la réalité. Peut-être faut il ajouter un scénario de retardement ou défense (plutôt retardement pour éviter les retranchements) sous les coups d'un tapis de bombes précédant un important déploiement ennemi.
Ce qui est dommage, c'est que Winspww2 ne permet pas de mixer les unités d'infanterie et condamne le joueur à garder plusieurs unités d'invalides qui ne peuvent plus bouger et ne possèdent plus beaucoup de pouvoir combatif.

B) Repair points: I am thinking about adding a few of those, mainly to repair damaged tanks and refit infantry groups. Something along the lines of 50 points across the whole campaign. It wouldn't allow the player to buy new tanks, but to repair some damage.

I asked a few months ago the possibility in Long campaigns to limit the refit a number of points rather than a percentage.
I often started a campaign with a mechanized infantry company supported by a tank platoon and a section of tank. To this I added a section of motorcyclists, an artillery observer and a section of 81mm mortars.
But by enjoying the many points refit (fatal gluttony), I bought new units and I often finishing with a workforce of close battalion.
One can imagine, in fact, a moral charter where each player would commit to only complete infantry units or repair some armor (Definig the maximum number of damage). But it will adjust the charter based on the duration of the campaign and especially the number of days between each battle.
In the campaign "Kampfgruppe Weber," I think that the German troops would not have enough time to repair tanks. Wounded men can be treated and thus return to combat.
What a pity that the effect of refueling is not simulated dansWinspww2.


J'avais demandé il y a quelques mois la possibilité dans les Longues Campagnes de pouvoir limiter les refit à un certain nombre de points plutôt qu'un pourcentage.
Je commençais souvent une campagne avec une compagnie d'infanterie mécanisée supportée par une section de chars ainsi qu'une section d'antichars. A cela j'ajoutais une section de motocyclistes, un observateur d'artillerie et une section de mortiers de 81.
Mais à force de profiter des nombreux points de refit(gourmandise fatale), j'achetais de nouvelles unités et je finissais souvent avec un effectif proche du bataillon.
On peut imaginer en effet une chartre morale où chaque joueur s'engagerait à ne compléter que des unités d'infanterie ou à réparer certains blindés (nombre de dommages maximum à définir). Mais il faudra ajuster cette chartre en fonction de la durée de la campagne et surtout en fonction du nombre de jours qui séparent chaque bataille.
Dans la campagne "Kampfgruppe Weber", je pense que les troupes allemandes n'ont pas le temps suffisant pour réparer des blindés. Des hommes blessés peuvent être soignés et revenir de ce fait au combat.
Quel dommage que l'effet du ravitaillement d'essence ne soit pas simulé dansWinspww2.

C) The mission where you take out the Priest battery: I am not sure of this one, my gut feeling is that it doesn't really "fit" with the rest of the missions. Quite frankly it was a last minute addition. Originally I wanted to do a mission where you sneak through american lines at night, but it never worked as well as I wanted and felt gimicky. So what are your thoughts on that one?

This mission did not shock me, it is in my opinion plausible.
As shown in A), we could add another "mission" delay or defense (rather delayed to avoid retrenchments) under the blows of a carpet bomb preceding an important enemy deployment.

Cette mission ne m'a pas choqué, elle est à mon avis plausible. Comme indiqué en A), on pourrait ajouter une autre "mission "de retardement ou de défense (plutôt retardement pour éviter les retranchements) sous les coups d'un tapis de bombes précédant un important déploiement ennemi.

D) BTW the heli casualty probably was a scout plane.

Yes, I have not spoken but it is indeed a reconnaissance aircraft shot down.
My air defense did not have much success


Oui, je n'en ai pas parlé mais il s'agit bien d'un avion de reconnaissance abattu.
Ma défense aérienne n'a pas eu beaucoup de réussite

Yves

Cross July 27th, 2013 11:01 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Battle ONE - SPOILERS

SPOILERS---Battle ONE---SPOILERS---Battle ONE---SPOILERS

Just completed Battle 1

Oberstleutnant Weber's initial objective was the main wooded hill that sits centrally between all three objectives. Weber's main force bypassed Objekt Gruen in order to establish a firm hold of the wooded hill.

Weber also sent Oberlt Krause's PanzerGren platoon in the far north, supported by Leutnant Kramer's Panzer IV platoon. They were to penetrate west and then attack objekt Rot from the north.

The central wooded hill was 'captured' without resistance. Oberlt Scherrer's MMGs set up on the hill, supported by Oberlt Schneider's Panther platoon.

Oberlt Kessler's PanzerGren platoon ran into a US infantry platoon in a field just south of wooded hill. The unsupported US platoon was routed and mostly destroyed without losses.
Kessler then continued his advance towards objekt Gelb.

It appeared objekt Gruen just northeast of wooded hill was unoccupied. Hauptmann Taeuber's HQ platoon captured the village without incident.

After a brief engagement with a US infantry platoon in the far north, Oberlt Krause's PanzerGren platoon, made it to the paved road that heads south towards object Rot. Half of Leutnant Kramer's Panzer IV platoon were with Krause and half had hung back on a hill to provide overwatch support.
At this point some things went wrong. Both Krause and Kramer had AFVs immobilized by an unseen obstacle in the road.

Note to campaign designer: There’s an invisible hedge on the road at hex 24,7 that you may want to edit on the map.
Don’t feel bad, I put this sort of thing down to “c’est le guerre”.
There’s also a couple of hedge graphics at 30,31 and 30,33 that are not hedges.
And should hedges ever have 0 density? Like 30,32 and 31,31?

The north road was now blocked by an obstacle, and two immobilized German AFVs. With his platoon on the road, Krause pondered his next move. Suddenly they found a whole US infantry platoon, with supporting Sherman tank, right behind them on the road. Krause assumed they were reinforcements coming from the north. At ranges as close as 50m a messy firefight began. The US infantry were soon joined by another 4 Sherman tanks and additional infantry, including Bazookas, perhaps a whole infantry company.
Krause’s losses mounted, but he put up a stubborn fight.

Meanwhile, Weber directed his battle from the central wooded hill.

In the far south, Oberlt Kessler's PanzerGren platoon had just about taken objekt Gelb, but dealing with ATk gun and HMG defenses proved time consuming.

US 105mm artillery was mostly hitting where German platoons had been, rather than where they were. The once or twice they got too close to German AFVs, so the armour shifted positions.
The US 60mm mortars were more accurate, but mostly a nuisance, with the exception of a lucky hit that KO’d a halftrack.

More and more US infantry started to appear in the defense of the centrally located objekt Rot village.
Artillery Observer Oberlt Heinelt focused his mortars on the object Rot village, trying to locate and flush out ATk guns in particular; he obtained accurate fire by hiding within 300m of the village.
German MMGs and the Panthers continued to pound the village, while the PanzerGren held back, as an assault would be impossible until the defenders were subdued.

Back in the north Krause was barely surviving. Some of Krause’s infantry routed into US guns and were wiped out; But Krause made the US pay a heavy price. One after another the 5 Sherman tanks were KO’d, one with a Panzerfaust, the other 4 by Lt Kramer’s Panzer IV platoon; however Kramer’s tank was KO’d and another Panzer IV was immobilized. Eventually the US in the north were beaten, but not before Oberlt Krause had lost his life.

The remnants of Krause’s and Kramer’s platoons headed for the object Rot village, the only uncaptured objective.

P-38 Jabos and Corsair fighters started to show up over the battlefield, mainly targeting the central wooded hill. But the Corsairs also targeted Oberlt Kessler's PanzerGren platoon, which had by now captured objective Gelb in the south with support from some of Oberlt Schneider's Panther platoon.

The Corsairs didn’t have much luck, and even engaged a US 60mm mortar section, but the P-38 Lightning’s did better. The P-38s made several runs, dropping bombs and firing rockets at units on the wooded hill. They KO’d two MMG sections, damaged Schneider’s Panther, and knocked out a halftrack or two, and made two runs targeting Weber’s command vehicle with rockets, that he miraculously survived.
I don’t think German AA fire got a single hit. And the Moebelwagen was out of 3.7cm ammo at this point, having used it all against infantry.

In the lull after the air attacks, and with the US defenders in retreat, Weber pushed his units to capture the last objectives Rot. Oberlt Kessler in the south was able to send a few units north towards Rot; as Hauptmann Taeuber pushed from the east, and Krause’s and Kramer’s platoons from the north. Attacking Rot from three directions, Weber succeeded in capturing the last objectives with only minutes to spare.

German losses were 75 men
US losses 302 men
US also lost 5 tanks and 5 artillery pieces (4 ATk guns)
Weber lost 5 APCs, one Panzer IV and another AFV.

US: 437
Ger: 2125
Marginal Victory

Good scenario. I’ll look forward to the rest of the campaign.


Cross

Ts4EVER July 27th, 2013 02:07 PM

Re: WIP Campaign "Kampfgruppe Weber"
 
Good catch on the blocking hedges. I will probably leave in the size 0 ones though, to me that simulates hidden ways through the hedges, a bit like fords.

wulfir July 28th, 2013 10:04 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Quote:

Originally Posted by Ts4EVER (Post 821275)
Artillery and air: Do you think I need to tune this down a notch?

I'd say keep the air and artillery, I don't think it's going to be all that frustrating.



Quote:

Originally Posted by Ts4EVER (Post 821275)
Repair points:

A few repair points to fix a damaged tank or two might not be such a bad idea if it fits the story IMHO - but the campaign is certianly playable as it is now.



Quote:

Originally Posted by Ts4EVER (Post 821275)
The mission where you take out the Priest battery: I am not sure of this one, my gut feeling is that it doesn't really "fit" with the rest of the missions.

Keep the mission, IMO.

Ts4EVER August 1st, 2013 06:11 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
OK next question:
In the last mission you can choose between a Kingtiger and a PzGren Platoon. So far every tester chose the KT. Do you think I should replace the pzgren platoon with something different? Like upgrade it to a Company or replace it with an sp gun group or something to that effect?

wulfir August 1st, 2013 10:15 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
Quote:

Originally Posted by Ts4EVER (Post 821340)
Do you think I should replace the pzgren platoon with something different?

Not really, but a few StuGs are probably more attractive than a pzgren plt.

Ts4EVER August 9th, 2013 03:57 PM

Re: WIP Campaign "Kampfgruppe Weber"
 
1 Attachment(s)
Improved version. Fixed the problems we talked about and added a scout platoon to the core force, conisting of a Schwimmwagen, a PzFaust Scout troop and a sniper.

Warwick November 7th, 2016 11:50 PM

Re: WIP Campaign "Kampfgruppe Weber"
 
Greatly enjoyed this campaign, well done. Results: 1 decisive defeat,
3 m victories, 3 decisive victories. Managed to preserve most of my armour with repairable damage until final scenario. One Jgpz IV total loss. Three misses in succession and paid the price.:eek:
Losses in final scenario: 1 Panther, 2 Pz IV.

SaS TrooP June 25th, 2022 11:30 AM

Re: WIP Campaign "Kampfgruppe Weber"
 
1 Attachment(s)
OK finished this one now. It was actually pretty fun :P
It also warned about the losses - I was keeping them veeery limited from the start.

Again, lets focus on bad things :P
1) It crashes after the final bridge scenario. So its hard to see the final result and I barely remember the results, but got 1 decisive loss, about 2 decisive wins, 4 minor wins I believe? Anyway, I havent drawn a single scenario which I believe is good.
2) First scenario - American town defence - I had to use Z-fire even though last time I said I do not do this. Otherwise my force would suffer unreperable damage at battle 1. I am not sure if you want that defence that strong there. Also, Americans are supported for anti-tank combat every single battle :V
Remember it may cause issues if one is avoiding z-fire;
3) Reloads - campaign indeed is hard, buit its main enemy are Allied lucky shots that sometimes occur. I had to reload - as for my standard - A LOOOOT, sometimes few times per battle. Eg. on one occasion Thunderbolt hit my discovered infantry, but lots the sight so it randomly fired into the woods 500 metres further one shooting my Panther :P I am not sure how others play it, but I myself have a strong rule that only 1 reload per game is allowed (to counter some impossibly unlucky situations), 2 if game is 40+ turns OR if I want to achieve one particular situation (I can reload as long as I want in that case, but once per game).
This aspect is problematic because its kinda philosophical question what does it mean to make "hard campaign", as with proper amount of loads you can handle pretty much every situation;
4) Final scenario - its pretty good, but those 6 Pounders predeployed on the road seems to be quite try-harding. I suggest making them normally attacking and approaching the position;

Otherwise I liked this little narrative, you could in fact individualize units even more, that could push players to care even more :P
Decent maps, it was a nice playtime. Particularly with all Panthers ending with 30+ kills. You may be a wounded beast, but still a beast.

Final result fro mthe last battle and losses allocations.


All times are GMT -4. The time now is 07:40 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.