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June 26th, 2018, 04:33 PM
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National Security Advisor
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Re: Missing / Lost Scenarios
Quote:
Originally Posted by zovs66
Thanks Andy for those valuable points! I'll fix 551, I saw the HQ unit class but was thinking it was for the A0 unit only, so I can safely change it from a rifle squad to HQ rifle unit (class)? Essentially, I think they should be the company HQ unit (those FOO's).
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The HQ unit is there to be A0. If the A0 unit is the default HQ unit class it has enhanced FOO characteristics. If it is changed to another type, it loses that - unless it was made an FOO class (including an observation helo, but doing that would lead to more dead Hqs, since players and the AI will tend to kamikaze those !)
Making a company HQ an HQ unit class is a pure waste of time. Company HQs are not the A0 unit, so there are absolutely no benefits to a unit other than the A0 for being of that class. It will just put a big "kick me" sign on your CHQs against any human opponent - precisely why we do not have "command tanks" etc. that serve no game function other than to mark them for early destruction by a human opponent.That has of course not stopped some OOB designers from using some "special" Unit Class infantry as CHQs, say the only use of e.g. the medium infantry in a particular OOB - which human players will twig very quickly if fighting against these armies where the designer oh so "helpfully" did this.
The habit of changing the A0 to another type comes from SP1's long campaigns I think since you could only have 24 core units, so making the boss a tank was worthwhile because then you had that extra combat unit to contribute to the fight.
In our games, the HQ should remain as an HQ Unit Class. He can then call for fires almost like an FOO but if attacked then he has survival chances like a small rifle section would. If you make him a tank, the user will risk him or the enemy air may zap him in an airstrike since AFV stick out to planes unlike foot units. Losing the A0 loses any campaign (except the human v human) and has a bad effect on morale (especially when tipping the balance to "force broken" status) and he serves as the real link to off-map units so off map arty will go off the net more often if he is destroyed or routed. Battalion HQ's job is to hide in the rear and avoid conflict.
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June 26th, 2018, 04:43 PM
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First Lieutenant
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Re: Missing / Lost Scenarios
Totally get you on the A0 unit. Most of the scenarios (IIRC) I have designed or created for the game I leave the A0 alone, I know (from experience, lol) that loosing your A0 in a Campaign is the end.
So what I did for now (what I just uploaded to the first post) is I changed those funky FOO's back to a rifle squad (and unfortunately, renamed them to HQ A Coy and HQ D Coy), so I think that should make them a 'normal' type of rifle squad in that slot as the HQ for the formation. It appears that when the original designer created this, he purchased two Brit Rifle coy.
Hopefully these 13 can be somewhat salvaged and used in the future, I have done what I can with the feedback I got so far.
It helped me kick back in to designing (converting lol) scenarios again (I did 20 ASL ones back when this was just DOS SPWW2), currently I have 6 almost done of 10 for one set of game conversion and I have
a few others in the works (ideas from the old tactical board wargames from the 70s I am converting).
Anyway thanks for your tips!
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June 27th, 2018, 06:42 PM
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National Security Advisor
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Re: Missing / Lost Scenarios
If you want them to go boom, put a booby trap (explosives) there.
Defenders will wander off if an objective is in enemy hands - are the objectives shared at the start of the game?. If the attacker "owns" even one, the defenders will step off to take that as their reaction turn is reached or sometimes if its nearby and/or very high value IIRC.
Also applies if "neutral" ones have been placed over defenders ones to big up the points of a few scattered objective areas - same result as neutral is not "mine" in the defender's eyes..
(I'll assume the defenders do have reaction turns set, other than say 0 or default which is usually the same effect as 0 turns)
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June 28th, 2018, 11:27 PM
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Major
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Re: Missing / Lost Scenarios
Scn 560 Assault on Gambsheim has several OOB issues on the German side.
The 3.7 ATGs are actually MG squads. They use the ATG icon but their weapons are than of an LMG squad.
The FG Infantry units use Artillery prime mover icons and take damage like them like them. Two of them start inside pillboxes. they have the correct weaponry for an FG squad.
I managed a marginal by just over 2:1 but I think the v hexes should be worth more than 5vp each.
Also had the issue of the northernmost German units advancing to the left. I found them on the left map end at the end. They had left the top v hexes unguarded. They did not advance towards the v hexes I had taken.
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June 29th, 2018, 08:30 AM
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Shrapnel Fanatic
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Re: Missing / Lost Scenarios
it sounds like all of these will need to be checked unit by unit and the older they are the more checking that will need to be done
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June 29th, 2018, 10:15 AM
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First Lieutenant
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Re: Missing / Lost Scenarios
RetLT,
Thanks for your play-testing, I will take a look at this and a few others, I think I have some fixes for them.
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June 29th, 2018, 11:26 AM
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First Lieutenant
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Re: Missing / Lost Scenarios
Okay, 557 is tricky, I tweaked the ammo dumps per Andy and set them to cost 0. I also renamed the units as you suggested.
560 is a mess. The original scenario designer changed all the German unit names and it makes figuring out things difficult to darn near impossible and a very time consuming process. Not sure on this one. It looks neat but man just about every German unit is got some funky name. What would help is if you could say something like G0 and G1 are 3.7 ATG's but are actually MG's squads. That would help me pinpoint the issues.
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June 29th, 2018, 03:30 PM
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Major
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Re: Missing / Lost Scenarios
Quote:
Originally Posted by zovs66
Okay, 557 is tricky, I tweaked the ammo dumps per Andy and set them to cost 0. I also renamed the units as you suggested.
560 is a mess. The original scenario designer changed all the German unit names and it makes figuring out things difficult to darn near impossible and a very time consuming process. Not sure on this one. It looks neat but man just about every German unit is got some funky name. What would help is if you could say something like G0 and G1 are 3.7 ATG's but are actually MG's squads. That would help me pinpoint the issues.
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I went through them one by one.
The ATGs that are really MG squads are D2, I2, N2, T0, T1, U0 and V1
The FG squads who act as Artillery Prime Movers are E0, E1, E2, J0, J1, J2, O0, O1, O2, AC0, AC1, AC2, AD0, AD1, and AD2.
I have plenty of free time to play test these. Thank you for helping to fill my days.
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June 29th, 2018, 04:22 PM
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First Lieutenant
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Join Date: Mar 2011
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Re: Missing / Lost Scenarios
RetLT,
Thank you so much for your excellent feedback, I have added your comments/suggestions and finding to a file I have so I'll update the problems as soon as I can and you can have another go if your free (which it sounds like you are ).
Again, without your help we would not have found the 'bugs'. I am glad your having fun, and happy to fill your days with testing things
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June 30th, 2018, 06:16 PM
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Major
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Re: Missing / Lost Scenarios
I am happy to report that the other scenarios in this group work fine.
I will be moving on to your SPMBT scenarios soon.
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