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Tobruk 41' Campaign - Any takers?
11-09-2007, 07:45 AM,
#1
Tobruk 41' Campaign - Any takers?
Any takers for the stock Operation Crusader scenario #36? I would prefer to play Allied as I have just played a game as the Axis. I like to use the following opt rules. But prepared to negotiate.

Recon spotting
Opt surrender
Low vis air effects
Quality fatigue mod
Opt fire results
Opt assault results
Higher fatigue recovery
Indirect fire by map
Counter battery fire
Night fatigue
No Low fuel
Programmed weather

I prefer the stock supply rules.
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11-09-2007, 07:55 AM,
#2
RE: Tobruk 41' Campaign - Any takers?
Hey Michael...did you get my email?

Tom Bridges
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11-09-2007, 08:10 AM,
#3
RE: Tobruk 41' Campaign - Any takers?
Yes Tom I got it. You must not have got mine. A couple of issues. I will resend it. Meanwhile I still would like an opponent for this scenario.
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11-10-2007, 08:56 AM,
#4
RE: Tobruk 41' Campaign - Any takers?
I am still seeking an opponent. I don't bite
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11-10-2007, 01:04 PM,
#5
RE: Tobruk 41' Campaign - Any takers?
Were you thinking about the stock scenario or VMs Alt version?


Peter777
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11-10-2007, 03:30 PM,
#6
RE: Tobruk 41' Campaign - Any takers?
Yes the stock. What is the difference between the two?
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11-12-2007, 08:32 AM,
#7
RE: Tobruk 41' Campaign - Any takers?
G’day Krak


Here are my choices for Crusader.


Recon spotting -- YES
Opt surrender – Do not care
Low vis air effects -- YES
Quality fatigue mod -- YES
Opt fire results -- (Prefer not)
Opt assault results -- YES
Higher fatigue recovery -- NO
Indirect fire by map -- NO
Counter battery fire -- YES
Night fatigue -- YES
No Low fuel -- Maybe, but I prefer it on
Programmed weather -- YES

Add Art Setup
Add Recon Spotting



Alternative Indirect Fire Resolution – when this rule is selected, Indirect Fire of non-mortar, non-heavy weapon units is conducted under different rules. First, each such Indirect Fire is doubled in fire value, but the cost of firing is doubled. Second, such Indirect Fire is applied against all units in the target hex, proportional to their strength, instead of being applied against a single target unit.
Alternative Air Strike Resolution – when this rule is selected, Air Strikes are applied against all units in the target hex, proportional to their strength, instead of being applied against a single target unit.
Alternative Direct Fire Resolution – when this rule is selected, Direct Fire and Indirect Fire of mortar or heavy weapon units is conducted under different rules. Although a target may be selected, under this rule, if the target unit is not a Hard Target, then the resulting fire is dispersed and affects the other units in the target hex.
Alternative Assault Resolution – when this rule is selected, the effective Assault value of a unit is calculated as a weighted average of its default Assault value and its Hard Attack value based on the proportion of the other side’s strength that is hard. For example, if all the other side’s strength is made up of Hard Targets, then the effective Assault value of the unit is the same as its Hard Attack value. If none of the other side’s strength is made up of Hard Targets, then the effective Assault value is the same as its default Assault value.
Artillery Set Up – when this rule is selected, each artillery unit capable of Indirect fire may not be available after it has moved, depending on the value of the Artillery Set Up Parameter Data value for that side. Based on this value, the unit will then become available at some later time. For a detail discussion on this rule see the section on Supply in the Users Manual.
Recon Spotting – when this rule is selected, the Recon Spotting entry in the Command Menu is enabled. This allows recon units to perform spotting of enemy units from a location at the cost of 1/3 the movement allowance of the unit.
Virtual Supply Trucks – when this rule is selected, Local Supply Values are calculated at each hex at the beginning of the player turn according to the Virtual Supply Truck rules described in the section on Supply in the Users Manual.
Optional Fire Results – when this rule is selected, each combat fire result is calculated as the average of two normal fire results. This has the effect of reducing the variation in results.
Optional Assault Results – when this rule is selected, each assault result is calculated as the average of two normal assault results. This has the effect of reducing the variation in results.
Locking Zones Of Control – when this rule is selected, it is not possible to move a unit from one enemy Zone-of-Control to another enemy Zone-of-Control. The purpose of this rule is to compensate for the inability to break down larger units into smaller ones so that continuous lines of defense can be constructed.
Higher Fatigue Recovery – when this rule is selected, higher fatigue recovery rates are applied. Under this rule, units with Low Fatigue will have a fatigue recovery rate which is 3 times normal. Units with Medium Fatigue will have a fatigue recovery rate which is 2 times normal. Units with High Fatigue are not affected by this rule.
Indirect Fire and Air Strikes By The Map – when this rule is selected, it is possible to target Indirect Fire and Air Strikes against any hex regardless of whether it is spotted by a friendly unit. However, when Indirect Fire is fired against a hex that is not spotted by a friendly unit, its fire value is quartered.
Counterbattery Fire – when this rule is selected, there is a probability that units conducting Indirect Fire will be spotted by the enemy, even when there is no clear Line-Of-Sight to the firing unit. This probability is modified by Parameter Data (see the Parameter Data Dialog).
Night Fatigue – with this rule selected, units that are active during Night turns will accumulate fatigue. The amount of Fatigue accumulated is up half the amount a unit would normally recover during a Night turn. It does not matter how far a unit moves or how many movement points are expended. Even units with no Fatigue may gain some variable amount of Fatigue if they are active during Night turns under this rule.
No Low Fuel Effects – with this rule selected, no Low Fuel effects are used in the game and no units become Low On Fuel. This rule is useful if you are playing a one or two day tactical scenario and don’t want the operational level effects of Low Fuel to affect the battle.
Explicit Supply – when this rule is selected and the current scenario has Supply Units defined, then the Explicit Supply rules apply as documented in the Supply section of the Users Manual.


For Ed’s ALT MODS have a look here

http://volcanomods.com/index.php?option=...&Itemid=28


http://volcanomods.com/index.php?option=...ails&gid=8



Home What are "_Alt" scenarios?
"_Alt" scenarios are modified versions of stock scenarios that utilize an alternate database (McNamara for Panzer Camaigns and McNamara-Koger-Williams for Modern Campaigns). These scenarios are tailored specifically with PBEM in mind and, where possible, are products that take into account the suggestions of the wargaming community. In no way is it meant to suggest that _Alt scenarios are superior than the stock scenarios, they simply offer an alternate experience and perspective.

When a mod states: "contains alternate scenarios", it means that it contains _Alt versions of stock scenarios as well as the the usual modification to artwork. _Alt scenarios DO NOT overwrite any stock files so you can install them without worry; you will be able to play both the stock and _Alt version of each scenario.

That said, _Alt scenarios are created and balanced with the use of several specific optional rules in mind. If you do not utilize the correct optional rules then you will not get the intended results:

Look here for information on what optional rules you should use for Panzer Campaigns_Alt scenarios.


Let mw know what you think

Peter777
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11-12-2007, 10:15 AM,
#8
RE: Tobruk 41' Campaign - Any takers?
Hi Peter
Have emailed you. Let me know what you think.
Cheers
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11-12-2007, 11:36 AM,
#9
RE: Tobruk 41' Campaign - Any takers?
Thanks guys. I have a game arranged with Peter777
Cheers
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