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Scenario
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Bergstein, Germany,
December 5, 1944 Brandenberg has just been taken. CCR, US 5th Armored, and elements of the 8th Infantry Division move up to take Bergstein and the nearby Hill 400... http://www.warhistoryonline.com/wp-c...erg_bergst.jpg ...the Germans, fearful of what American spotters ontop of Hill 400 might discover, release parts of the 272. Volksgrenadier-Division, earmarked for the coming Ardennes offensive, to stop the American push on Bergstein. |
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I actually was there once, nice view indeed. Wasn't it ranger that assaulted it though?
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The initial attack (Dec 5) on Bergstein was carried out by the depleted 10th Tank Bn and 47th Armored Infantry Bn, supported by elements of the 8th US Infantry. They managed to capture the town but not the Hill from the defending German forces - mainly II/Grenadier-Rgt 980. Heavy German counterattacks followed where more units of the 272nd Volksgrenadier-Division were comitted, along with KG Türke (elements of the Panzer and Panzerjäger Abteilungen of the 3. PzGren-Div). Companies D and F of the 2nd Ranger Bn was used to reinforce the effort against Hill 400 (Dec 6) and manged to capture it. The scenario is based on the events of both Dec 5 and 6. The two ranger companies are included in the scenario as reinforcements - at full strength, which was not the case in 1944 - but then again the Germans have access to the Hetzers of anti-tank units from 272. and 277. Divisions which did supposeldy give fire support but were not comitted otherwise. |
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Arras region, France May 21, 1940 - A British attack into the extended flank of the 7. Panzer-Division cause major problems for the Germans as the slow moving but heavily armoured Matilda I and II tanks prove near impossible to stop. On the British right flank the 7th Royal Tank Regiment and the 8th Bn, Durham Light Infantry tear into elements of the 7. Panzer and the green Totenkopf Division. Rommel has his spearhead – the three tank battalion strong Panzer-Regiment 25 under von Rothenburg - wheel around and come back to the aid of the German infantry forces, but by this time parts of the French 3e Division Légère Mécanique has moved in to screen the British effort. Break the Panzers, crush Rommel...! |
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https://18daagseveldtocht.wikispaces...hA_Cherain.jpg
Chabrehez, Belgium May 10, 1940 - The German offensive in the West has begun. Belgium has been invaded. At the village of Chabrehez a reduced company of the 3e Régiment de Chasseurs Ardennais attempt to block the vanguard of the German 7. Panzer-Division..., Resiste et Mords... - - - - - - This scenario uses timed objectives. Most players should be able to reach a draw, skilled players have a chance at a better result but must be careful with not losing units unnecessarily... |
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http://i59.fastpic.ru/big/2013/1029/...0d2c810010.jpg
Uscilug, Bug river, Soviet occupied Poland June 22, 1941 - As the day breaks, Unternehmen Barbarossa. Troops of the Soviet 87th Rifle Division defending the former Polish town of Uscilug are drawn into a vicious battle..., for the Germans, Eastern Front - a taste of things to come... |
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Been saving these up I see <G>
I will get all of them into the next patch. Thanks Ulf ! Don |
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Chodaczkow Wielki, Poland April 15, 1944 - The German garrison of Tarnopol has been surrounded for some time. It is time for Kampfgruppe Friebe's second try at lifting the siege, this time reinforced with the green Hohenstaufen-Division. In the vanguard the Tigers of 3./sPzAbt 507... The first leg of the relief attempt aims for the village of Chodaczkow Wielki... |
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http://historia.miroslawiec.org/wp-c...12/szarza1.jpg
Gross Sabin, Pommerania, Germany, March 1, 1945 - The (Polish) LWP 2nd and 6th Divisions have not been able to break the German defences near Gross Sabin when a mounted charge by troops of the 1st 'Warsaw' Cavalry Brigade breach the German line at the nearby village of Schönfeld... ...the surprising move is claimed by some to have been the last cavalry charge of the Polish army... |
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https://i.ytimg.com/vi/IFyrbEcj0M8/hqdefault.jpg
Saint Cloud, Algeria November 9, 1942- Three times have the Vicy French holding Saint Cloud thrown back the Americans of the 18th Regimental Combat Team, the 1st Infantry Division's drive on Oran has stalled because of this... ...Greer, commanding the 18th Infantry, deploys all artillery availiable to him, fully intent on taking Saint Cloud with the fourth attack... |
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November 13, 1944, Svinesund, Swedish-Norwegian border- Operation Rädda Norge has begun. Following Finland's exit from the war the Swedish army is launched into Norway to open a window to the west. Included in the Swedish order of battle are several battalions of Norwegian volunteers fielded under the deliberately misleading “Police Troops title”. They are in fact organized and equipped as regular infantry. Although the Norwegian leadership is apprehensive about the prospect of making Norway into a battlefield the Norwegian troops themselves are enormously motivated for the task of fighting the occupier of their native land. For the assault across the Ringdalsfjord the Norwegians of Bataljon III. and IV. will play the leading role... (Fictional scenario...) |
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Woo-Hoo....Christmas in January....:)
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Wasserborn, Silesia, Germany, February 3, 1945- Early in the fighting for Breslau a Soviet forces managed to cross the Oder river at a couple of places, one Soviet bridgehad was established near Wasserborn. Hauptmann Eberhard Seiffert was ordered to deal with this problem... ...at his disposal a weak force of infantry and Volkssturm with a single infantry gun as support and one company of pioneers expected to work miracles with their flamethrowers... |
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Was this map built using the Venhola program? (Shhhh......don't tell anyone but there are a number of new terrain types being added to both games in the next patch ----snowy and not so snowy winter maps really benefit but there are summer/desert changes and additions too...... I FINALLY got the time to do some REAL work not non stop OOB drudgery) Don |
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Well that sounds good. Can't wait to make maps with them.
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Summer trees are totally redone Autumn trees reworked a bit so they aren't as colourful Winter trees have been reworked a bit and all sets have had more added which mixes things up better on top of that there are pure coniferous sets for summer and winter and those will be autogenerated on maps Add to that ...vineyards ( summer and winter ), coconut plantations/ groves and the style for plain orchard has been altered summer autumn and winter What was winter grass in the game is now " very light snow " because there is a new "light snow" set ( all levels covered ) Deep water has been added ( ground level only naturally ) The dry short grass set has been totally redone as has impassible terrain ( all levels covered ) There is a new "scrub grass" set in dark brown tones for all levels useful on maps between November and March Theres a new bare field that represents either a freshly planted one or a freshly harvested one The green crop set was totally reworked as well. Thats it ( so far ):D |
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a tiny sneak peak at some of what's been added..... I'm limited in what I can post and the more I try to show the smaller it gets
http://forum.shrapnelgames.com/attac...1&d=1485130329 but the new orchards and vineyards are there along with the scrubgrass and light snow ( and the bare field....it has vineyards and orchards on it now....one reason it's in there is to be a base http://forum.shrapnelgames.com/attac...1&d=1485130935 http://forum.shrapnelgames.com/attac...1&d=1485131074 Early winter pines and mixed forest.. The water colour palette has been changed too http://forum.shrapnelgames.com/attac...1&d=1485131526 |
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Very Nice! - Love the vineyards!
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Don http://forum.shrapnelgames.com/attac...1&d=1485140079 http://forum.shrapnelgames.com/attac...1&d=1485140386 |
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Wow, that`s looking great. Will be a very good update.
By the way, if I may ask, what about the "turret and/or hull facing changes *MAY* now draw enemy opportunity fire", that was planned for last patch but had been dropped? Will it be included in the new patch? Cheers Mario |
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It's still a "maybe.......maybe not" item. We've been busy with other things and that hasn't been on our radar.
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Wow thanks Don about those screenies. Looks great.
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Thanks! Looks awesome! For a second I thought it was going to be stone walls, but this is great too! :up:
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I use it for all maps nowadays. Even with near flat maps the grid system is worth gold - some locations in for example the Netherlands have basically no elevation, still the program helps with the locations of coastlines, canals, villages etc within the 200x160 size. The new terrain looks great! :D |
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Looks good for Italian maps.
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http://forum.shrapnelgames.com/attac...1&d=1485206951 It's not going to be the most used terrain in the game but it adds some flavour to SEA / Pacific maps Right now were working to get this all into autogenerated maps. Andy's already got a nice routine for laying pines and Scandinavian maps will naturally have more |
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since this has turned into a "cat out of the bag thread.........here's another for anyone who ever had a tank drive into a building when they really ( really ) didn't want to
http://forum.shrapnelgames.com/attac...1&d=1485374412 |
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I just added a check for if the vehicle is to enter sloped+rough and has travelled a min of 3 hexes (ie might stick due to excess speed on such terrain).
No such checks are planned for other sticking terrain, since streams, marsh etc aren't the sort of thing the AI route-finding tends to utilise if the human plots a long move. Slopes are, however and I just had an irritating few vehicles hang up on a city grid which had loads of rough+slope when I tried long moves along the boulevards. The feature is of course, only active for owners of the full game. |
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Wow the new tiles look great & as for the CD only additions yet more time saving tools so you can play more turns/games in the time you have. Cant wait to see what else you have been up to.
One question & my only issue when it comes to seeing things clearly could we possibly try a different colour for the none visible hexes in winter overlay. I have no trouble reading text etc but find difficulty in discerning what hexes are visible in winter if there are slopes & or rough hexes at times. NLOS missiles called in by i key might need a little work though not desperate as rare unit. Possibly only can call in as fist action off a new turn. So either plot & fire at start of your turn or opportunity is lost. Removes God eye of just moved & found a dangerous unit which can be instantly targeted with NLOS |
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NLOS missiles are fired as ATGM and use the ATGM procedures, not the artillery fires for HE type code. So delayed action like that proposed is impossible.
Additionally - this is the WW2 forum, NLOS missiles are off-topic here as they are MBT specific. |
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Here's and example of how pine forest is added to autogenerated map. This one is set up as early winter so the pines show up clear. It also shows the new dry short grass tiles. Northern European maps will get heavier concentrations than this
http://forum.shrapnelgames.com/attac...1&d=1485557480 |
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That's just a start. Map making this next release takes a HUGE step forward. Any experienced map maker will love what they find and the new features will allow newbies a chance to dip their toes into this aspect of the game and see good results without having to spend days. We are now just starting to experiment with adding randomness to the fill terrain feature of the editor that will allow terrain to be added gradually instead of one solid splat like the left side of this example
http://forum.shrapnelgames.com/attac...1&d=1485621893 it's a huge leap forward for map making and will make adding terrain features to the Venhola generated maps MUCH easier This took about two minutes to do.. build a random road net, flood fill with houses, flood fill with trees using the modified code we have in place now and are still experimenting with you won't get the solid mass you get now and since it's tied to fill range you can control how much goes in http://forum.shrapnelgames.com/attac...1&d=1485621982 |
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That is seriously impressive, will the map generator be using some of these routines or is that another big project to incorporate them.
Really looking forward to this patch you guys just keep refining this game year on year. |
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Some things will be incorporated into the generated maps like vineyards ( where applicable ..) others like the last one I posted are going to be premium features of the editor. The ability to variable fill a range of map is really something that can speed up the map making process. IDK if it would reduce a week of work to a day but it's close...eventually, I would like to tie the new fill range routine with right mouse click but as it stands now this is one small extra step that saves hundreds of extra steps
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The routine is set up differently between MBT and WW2 right now......both ways have merit and we may release that way and wait for feedback on which is preferred
MBT asks how large an area you want to fill..you enter that then "Enter 0 for Block fill, or 1-90 for a Splatter Effect " WW2 asks how large an area you want to fill..you enter that then "Enter 0 for Block fill, 1 for Diffuse Splat Fill, 2 For Dense Splat Fill " so MBT offers a wider range of splat density but WW2 gives two of the most likely choices and any low-density splat can be built up with more presses of fill potato- potatoe Don |
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Really looking forward to this years update now! Looks like it will have some really good stuff.
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I'm loving that you have your enthusiasm and mojo back! Looking really good TY guys!
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The new graduated flood fill routine is very useful and I've just started exploring it's possibilities so I can provide some guide for it's use when we release but there is much to explore as it allows map makers the ability to do things they could never do before
BUT... there are some things you SHOULD NOT do http://forum.shrapnelgames.com/attac...1&d=1485698768 You REALLY( really,really.....) want to avoid over mixing contrasting terrains:D .unless you are doing a study on the effects of camouflage because there ARE hills in that example..good luck finding them "Subtle" is what you need to aim for...if you put hills, trees, building and roads on this example it will blend harmoniously without a monotonous single type of grass http://forum.shrapnelgames.com/attac...1&d=1485699194 |
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Don |
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http://www.allworldwars.com/image/12...S-West-033.jpg
Kapelle, Netherlands May 16, 1940 SS-Regiment Deutschland moves up to attack across the Zuid-Beveland canal against positions held by French and Dutch troops... ...the Germans riding on a wave of success believe themselves unstoppable. The allies suffer from poor morale but are well equipped, especially in artillery... (Originally I intended the human player to command the allies but switched it around given that it would probably have been much too easy. The Germans have a quality and air advantage but must assault entrenched enemy forces with strong artillery backing, historically the Dutch melted away without much of a fight, that won't be the case here...) |
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https://s29.postimg.org/agnx23xjb/Osowce.png
Osowce, Strypa river April 16, 1944 For days the Frundsberg Armoured Recon Bn has been struggling alone against the growing Soviet bridgehead near Oswoce and Bobulince. Now the tables have turned. The Frundsberg III/SS-Panzergrenadier-Regiment 21 along with Tigers and two Panzergrenadier batallions of the 19. Panzer-Division are quickly approaching the jumping off point for a major counterattack intended to push the Soviets back across the river... (...the levels of mud has been toned down, left out some of the German forces participating in the counterattack...) |
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Wulfir, I have completed Uściług scenario you made, made my record when we combine casualties.
Unfortunately, German AI seems to have SERIOUS issues with behavour what probably breaks that scenario - Germans constantly advance along the river with super low speed, probably due to VP placement. Also, entire northern armoured group seems to be stuck and just standing there for the battle entire. I am attaching some screens. You may want to take a look onto it. Here's the link (it allows greater image size than forums): https://imgur.com/a/ND7eben |
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