(03-28-2017, 04:15 PM)ComradeP Wrote: The French T activations for Hannut might favour the Germans too much, I'm sceptical about the chance of the French repelling a concentrated infantry assault. They don't have much infantry, and there's no reason to go to the northern part of the map.
French infantry also suffers from the same problem as Soviet and British infantry in this engine: their SA values are just too low to deal with German motorized infantry. Allied infantry tends to get murdered by those 11/12 SA A quality units.
Was the scenario initially tested with unfixed French forces or French forces activating 1 or 2 turns after the German forces? I can think of several ways to crush the French with a human wave supported by tanks currently, where most of the French forces remain out of play for the entire game or until it's too late.
If the Soviet player uses his tanks correctly, Bogodukhov is likely to get messy for the Germans.
Flanking Kharkov makes for an interesting man vs. tank scenario, though the length of the scenario can be a problem for the defender (like in Normandy, where a number of scenarios are so long that the defenders are grinded into a pulp over time).
Mersa el Brega makes for a nice war of movement type scenario, both sides have a chance to do well I'd say.
Tenaru is rough for the Japanese. The Marines might be overrated at B quality. Trained but untried units are D quality in Normandy, and most of these marines would still be green, so maybe C quality for facing opposition during the initial landing. I don't know much about the combat history of the Japanese units involved, so I can't comment on them deserving their B rating or not.
From my experience in PzC Hannut scen the option for a french human player VS another human player is the use of armor to improve the infantry defensive value to prevent they be overruned... at same time concentrate arti and fire over german infantry to burn it because german armor cant move french armor ussing assaults.
In PzB i feel is similar but worst because damage german infantry is slower and harder because is to split... you are not going to suffer masive battalion fire inferno like in PzC but the company fire is strong enough but damage them is harder but even the platoons can do a great job smashing french infantry... maybe made germans B quality??? at least infantry??? could be a variant.
For me Hannut scen in PzB needs an alt version where introduce incremental release options for french units... something like start at 5% in turn 1 and every turn increase it a 5% extra... in 10 turns you can have 50% release chance... the idea is add them at battalion or company level to simulate a certain iniciative in french side but very chaotic with not a clear idea of what could be activated and when... this help to made less predictable french reaction for german player.
Tenaru as you say maybe needs a variant with C quality for marines... and add extra units for japanese.
Mersa... maybe a variant where add some italian reinforcements and more troops for british... the scen "Rommel delayed" from Tobruk title is a good base, i notice the presence of an extra RTR in the OOB... that M13-40 are pretty and add them in a variant with full british OOB in battle + 1 italian unit to help germans...
I have here a question about scen edition... is possible create a new OOB were you only change the quality of troops and use it in an scen??? i refer open the scen, save it as alt version and change the OOB used in alt version for the alt OOB???
Ummm the coding of certain units NATO symbols in portrait used in Demo is going to be used in new titles??? because made modding harder... if i want have now in black SS units i need open all the portraits hardcoded in grey to copy paste over them the black NATO symbol... or use the portraits from PzB1-2