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-   -   [WIP] Campaign - Breakout! (http://forum.shrapnelgames.com/showthread.php?t=52582)

Ts4EVER November 26th, 2020 03:48 PM

[WIP] Campaign - Breakout!
 
1 Attachment(s)
Hello,
to celebrate the return of the amazing Venhola tool, I made a new campaign! This is a sweet and short one, featuring a disorganized enemy and mechanized American forces (a company from CCA, 2nd Armored Division). There are 4 battles + an intro scenario. As always, I would appreciate any feedback. Last time we caught several bugs in the Russian campaign that way!

Quote:

"Breakout!"

American Campaign

July 26th - 27th 1944

HISTORICAL BACKGROUND
The battle to break out of the Normandy bridgehead proved long and arduous. The original plan called for Caen to be taken on D-Day, with Cherbourg falling only 15 days later. Instead, Caen fell a whole month after the landings. In the American sector, progress was slow as well, in no small part due to the difficult terrain: the so-called "bocage", characterised by small fields surrounded by high, almost impassable hedges, made the mechanized warfare favored by the Americans extremely hard to implement.

In order to finally break the stalemate, a new offensive was conceived: Operation Cobra

Planned to be launched on the 25th of July, it is to consist of three phases. In the first phase, after a massive aerial bombardement, the 9th and 30th Infantry divisions will break through the German frontline. After that, the second, or exploitation, phase will begin. The 1st Infantry and 2nd Armored divisions will pass through the breakthrough force and strike into the German rear. In the third phase, the Americans could then make the whole German position untenable by cutting off the Britanny peninsula.

IMPORTANT GAMEPLAY NOTES
This campaign consists of 5 scenarios, one of which is a non-combat intro scenario to set up the first battle. A battle resulting in a draw or better will allow you to advance to the next scenario.

You command a tank company from Combat Command A, 2nd Armored division. Due to the "heavy" organisation of your division, you lack armored infantry. Because of that, a company of 4th Infantry division has been attached to your force. Having no apcs, they will have to ride on your tanks "in the Russian manner". In preparation for the offensive, 2nd Armored is about 15 % overstrength. Because of that you have 200 repair points for the campaign, for use at your own discretion.

In addition to this, you have been reinforced with an engineer platoon, some trucks, an artillery battery and a scouting element with jeeps and armored cars. As a spearhead behind armored lines, you will have to fight as a self-contained fighting force most of the time, but you might receive air support or help from local partisans.

This is a small and quick campaign. Your most important skill will be the cooperation between infantry and tanks. Mounting your infantry on tanks is risky, but allows you to quickly bring your forces to bear on the enemy.

RetLT November 29th, 2020 08:50 PM

Re: [WIP] Campaign - Breakout!
 
1 Attachment(s)
Is the Sherman Rhino (Found in misc) a mod for this campaign? I can't find it in the encyclopedia.

Screenshot attached.

Ts4EVER November 30th, 2020 12:50 AM

Re: [WIP] Campaign - Breakout!
 
Can't see the screenshot, but the campaign uses no third party mods.

Mobhack November 30th, 2020 01:32 AM

Re: [WIP] Campaign - Breakout!
 
Unit 818 in the USA OOB.

DRG November 30th, 2020 06:14 AM

Re: [WIP] Campaign - Breakout!
 
2 Attachment(s)
Quote:

Originally Posted by RetLT (Post 849085)
Is the Sherman Rhino (Found in misc) a mod for this campaign? I can't find it in the encyclopedia.

If you sort the encyclopaedia by unit class it's on the last page, third from the bottom and it was added for scenario variety.

Quote:

..........
These tanks have no effect on Hedgerows in the game at this time but have been added for scenario variety.

http://forum.shrapnelgames.com/attac...1&d=1606731347
http://forum.shrapnelgames.com/attac...1&d=1606731432

Ts4EVER November 30th, 2020 06:45 AM

Re: [WIP] Campaign - Breakout!
 
Interesting, I might add one or two of them in a later revision then. I already edited the force to use many different Sherman models.

RetLT November 30th, 2020 02:52 PM

Re: [WIP] Campaign - Breakout!
 
Quote:

Originally Posted by DRG (Post 849090)
Quote:

Originally Posted by RetLT (Post 849085)
Is the Sherman Rhino (Found in misc) a mod for this campaign? I can't find it in the encyclopedia.

If you sort the encyclopaedia by unit class it's on the last page, third from the bottom and it was added for scenario variety.

Quote:

..........
These tanks have no effect on Hedgerows in the game at this time but have been added for scenario variety.

http://forum.shrapnelgames.com/attac...1&d=1606731347
http://forum.shrapnelgames.com/attac...1&d=1606731432

Thanks. I could not find it yesterday.

It says it has no effects on hedgerows in the game but is it itself less likely to get stuck in one?

DRG November 30th, 2020 04:36 PM

Re: [WIP] Campaign - Breakout!
 
It will have the same chance in a Hedgerow as any other tank. It was added for scenario designers to use for a variety

RetLT December 1st, 2020 04:02 PM

Re: [WIP] Campaign - Breakout!
 
Finished last night.

You need to be very careful not to lose tanks due to the limited replacements. I managed to lose only 1.

Standard routine was:

1. Infantry moves forward and gets shot at until they spot the shooter(s)

2A. Infantry pops smoke, pulls back, and calls in massed arty on targets.

or

2B. Infantry engages target(s) to ensure there are no AT guns and then brings up the tanks for massed fire at the target(s).

3. Lather, rinse, repeat.

I would suggest adding a few AA guns to the scenarios that don't already have them. The P-47s were not very good at taking out tanks but a few more AA guns would add a challenge.

In the last scenario the deployment instructions are a bit confusing. One says "Deploy below this line" but there is one a few rows higher that says "Deploy behind this line". These instructions seem to conflict.

You could also reduce the player's force by 4-5 tanks since I often had several that didn't get to fire a shot in the scenario.

Thanks for making this.

Ts4EVER December 1st, 2020 04:30 PM

Re: [WIP] Campaign - Breakout!
 
Thanks for the feedback! Regarding that line, I did that because I thought that "behind" was a bit more accurate because the line becomes vertical further up. But if it is confusing, I will change to "below" for both.

If you lost only one tank, I assume you got a decisive victory? :D

RetLT December 1st, 2020 07:53 PM

Re: [WIP] Campaign - Breakout!
 
Yes. I only brought the tanks forward if I knew the area was free of AT guns.

A hidden Pueppchen caused my one tank loss.

Also, I didn't have to mount anyone on the tanks. there was always enough time for the infantry to walk to the objectives.

Ts4EVER December 2nd, 2020 06:01 AM

Re: [WIP] Campaign - Breakout!
 
Maybe I need to give the player a bit less time then.

RetLT December 2nd, 2020 02:08 PM

Re: [WIP] Campaign - Breakout!
 
Or make the start line further from the objectives.

DRG December 2nd, 2020 07:54 PM

Re: [WIP] Campaign - Breakout!
 
.....or bring units into the game later as reinforcements

Ts4EVER December 3rd, 2020 03:19 PM

Re: [WIP] Campaign - Breakout!
 
Not really possible in a campaign where you just have your core force 90% of the time.

DRG December 3rd, 2020 04:46 PM

Re: [WIP] Campaign - Breakout!
 
Core units can be made reinforcements for one particular battle in the campaign. If you are trying to make the battle less "set piece" where the player has the time to clear the area of AT weapons with infantry before bringing tanks forward having units come on as reinforcements allows that to happen and if you set up a lower chance of them arriving on a set turn you add another dimension of uncertainty to the battle.

This started off with Retlt saying he only brought tanks forward when he suspected the area was free of AT guns and you suggested less time and that is a perfectly valid and simple way to give players less time to do things " by the numbers"..but so is starting them further from the battle and making some re-inforcements does much the same but in a different way.

There are lots of ways to cut down on the time players have to accomplish their task but certainly cutting back the turns a bit might do that with less work

Ts4EVER December 3rd, 2020 05:07 PM

Re: [WIP] Campaign - Breakout!
 
Really, how can you make a core unit reinforce?

Mobhack December 3rd, 2020 05:20 PM

Re: [WIP] Campaign - Breakout!
 
You cannot make a core unit a reinforcement, but auxiliaries can be given as such.

Ts4EVER December 3rd, 2020 05:37 PM

Re: [WIP] Campaign - Breakout!
 
Yeah that's what I meant. The campaign uses very few aux units.

DRG December 3rd, 2020 05:47 PM

Re: [WIP] Campaign - Breakout!
 
Quote:

Originally Posted by Mobhack (Post 849126)
You cannot make a core unit a reinforcement, but auxiliaries can be given as such.

Ah yes, now I remember..........

Ts4EVER January 27th, 2021 05:17 PM

Re: [WIP] Campaign - Breakout!
 
1 Attachment(s)
I updated the campaign: The player has less time now and the Germans have access to more AA.


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