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[WIP] Campaign - Breakout!
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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:
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Re: [WIP] Campaign - Breakout!
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Is the Sherman Rhino (Found in misc) a mod for this campaign? I can't find it in the encyclopedia.
Screenshot attached. |
Re: [WIP] Campaign - Breakout!
Can't see the screenshot, but the campaign uses no third party mods.
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Re: [WIP] Campaign - Breakout!
Unit 818 in the USA OOB.
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Re: [WIP] Campaign - Breakout!
2 Attachment(s)
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http://forum.shrapnelgames.com/attac...1&d=1606731347 http://forum.shrapnelgames.com/attac...1&d=1606731432 |
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.
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Re: [WIP] Campaign - Breakout!
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It says it has no effects on hedgerows in the game but is it itself less likely to get stuck in one? |
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
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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. |
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 |
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. |
Re: [WIP] Campaign - Breakout!
Maybe I need to give the player a bit less time then.
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Re: [WIP] Campaign - Breakout!
Or make the start line further from the objectives.
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Re: [WIP] Campaign - Breakout!
.....or bring units into the game later as reinforcements
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Re: [WIP] Campaign - Breakout!
Not really possible in a campaign where you just have your core force 90% of the time.
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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 |
Re: [WIP] Campaign - Breakout!
Really, how can you make a core unit reinforce?
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Re: [WIP] Campaign - Breakout!
You cannot make a core unit a reinforcement, but auxiliaries can be given as such.
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Re: [WIP] Campaign - Breakout!
Yeah that's what I meant. The campaign uses very few aux units.
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Re: [WIP] Campaign - Breakout!
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Re: [WIP] Campaign - Breakout!
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I updated the campaign: The player has less time now and the Germans have access to more AA.
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