07-07-2016, 09:36 PM,
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ScoutsOut
Technical Sergeant
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Posts: 101
Joined: Jul 2009
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RE: WF scenario
(07-07-2016, 09:15 PM)RedDevil Wrote: (07-07-2016, 07:13 PM)zap Wrote: (07-07-2016, 05:01 AM)RedDevil Wrote: I've taken on a challenge to make a huge WF hypothetical battle between the US/UK and USSR/German.
Taking place in June '45 8+ corps moved onto on the map in 50 turns or less
well, there's a lot of crap on the map pretty quickly, NOT for the casual gamer as you will be overwhelmed
looks good for a 2x2 or 4x4 team, 1x1 will be challenging!
150 turns long for now, paras, some night and day turns, rail use, lots of armor, TDs, troops, artillery... etc
Scenario header and description area not completed as it needs played for VP levels and smoothed over.
Tossing it out here for anyone who might be itchin for a looky
I might be interested though I have these observations/questions
1.Have you given a plausible reason for the German /Russian alliance in your scenario notes? that would help. Because there would have to be a really good reason for that to happen.
2.Can I ask if you eliminated the aircraft in your version? That was really a problem in the scenario that inspired you.
3.Have you increased the Russian artillery? They had many pieces available but in the scenario that inspired you it was seriously lacking in the scenario.
4. Russians lacked transport, have you added some?
5. It would be interesting to see how you balanced this scenario. It was heavily in allies favor.
6. One suggestion was to increase Russian armor power. Introduce more Russian engineers with mine laying capabilities
Since I have played the 150 turn version several times I just need a little more info before I invest my time in this one.
Any other modifications you could share?
Zap,
answers below
1. Scenario description : After the suicide of Adolf Hitler, The German High Command reached out to the Red Bear, coaxing Stalin into believing the real enemies were in the west. The Capitalist Allied forces were taking all of Germany's resources for their own greedy needs, leaving Stalin with nothing but a wasteland of his own doing. OKH worked up a secret treaty to join forces with the Communist in hopes of retaking their homeland back from the Allies. Several surviving fighting units were reequipped, captured units were returned to duty as the combined Soviet-Germanic Union Army grew into a formidable adversary. On the march from Berlin, almost to the Elbe, when suddenly word from a security regiment reports enemy paratroopers in the area! Alarmed, the SGUA sends in their own Airborne troops and suddenly the bridges on the Elbe have become a very important objective if the Soviets and Germans wish to continue on with a longer war.
2. planes are gone except for airstrikes and recon aircraft, 4 for each side (these are tentative, I may remove in final version update)
3. Lots more of German/ Soviet artillery, I added main army and corps artillery for all 4 corps.
4. Nobody is walking this time, except for the Paras, they flew in, but they're walking out :)
5. There are A LOT more Soviet and German armor added in as well as AT capabilities and TD units. I was actually wondering if I needed more Allied tanks now!
6. Soviet ENG mine layers are bugged "cannot be stacked with units from other side" is error I get, I removed them from the platoons, but gave the Germans more of them. Still, since this is a ME style fight minelayers wouldn't be plentiful for either side, but there are some for use.
I added VV 1st turns are dark, then the visibility gains over several turns up to max of 20 (this is tentative as well, 15 will probably be the finalized LOS)
I added rail for both sides to use, Allied Bulgarians and Vichy French (2 lost battalions ) ride them at start
Rail is laid out nicely IMO , you cannot just go everywhere, you will have to route your trip carefully..
Road network is also tricky for the unwary.. best to look where you're going before you find your divisions moving off the wrong way.
I made a "Clean" map, there are open spaces, there are some "worst damn ground" spots, and there are some river choke points, all kinds of areas to be sneaky in.
Initial turn with para drops should be interesting enough for the strategy of each player.. No spoiler here... play it to see it
notes:
I have some issues with para regiment/ brigade HQs as they cannot be foot (none avail in oob) so I just left them alone and it will be up to player for their realism. Brit airborne has jeeps, and I left them in, but don't cry if they drop into the swamp .
This version posted is for testing, It is fully playable, I will compile all issues and do 1 major update - hopefully a finalized version in a few months. (sooner, if I get feedback in) I don't like to have several versions floating about
Known issues:
The VPs are not set correctly- this is why I need it played some. I am playing it PBEM 1x1 and welcome anyone who wants to team it up for one as well.
This version has German para 120mm mortars - they can't be moved until you get transports to them (none flew in) - they will be converted to 81mm in final.
Dev
I'm up for anyone wanting to test this scenario. I look forward to playing it out to sort out the bugs. Anyone???
ScoutsOut
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