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(fictional) Durrelôn


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Hi there. At the moment I create a medium scaled map called Durrelôn. Its a fictional scenario about a town, hold by the germans during the days of Saint-Lô. The map is made to be played human vs human, but there will be AI-plans for both sides, even it is not easy to make good plans for such a big map.

r34vhivw.jpg

The idea was to create an semi-urban fight with an ocillate front line. So, german start as a defender with nearly 1/4 of their troops, while the US forces does have more firepower in the beginning. So, the Wehrmacht can´t beat the american attack coming from the north. The allied will be able to form a bridgehead in the town, and in this phase the germans must start a counter attack with their reinforcements, during the allies get their own reinforcements.

They are not coming all in the same time, its more a continuous droping all 5 till 15 minutes. So I hope there will be an ongoing battle with a lot of attacks and counterattacks in the city.

At the moment I work on the AI-plans and the briefing. There will be a english and an german version of the map.

The americans will assault with tanks and mechanised from the village of La Ruedye and with infanterie from a forest near a farm called Briselle. They are seperatet by a heavy forest, so the tanks can not support the infantry at Briselle, while they can walk through the hinterland at La Ruedye. As you can see on the overview.

So, my idea was also, to make a bad weather cloud on the nothern atlantic and the british islands. So the allies can´t use their airplanes while the germans have one. The germans also have more vehicles, but the allies can counter with a lot of bazookas. Sure, this weapon can´t fired out ouf buildings, but urban areas are no places for panzers.

The centre of Durrelôn is dominated by an old townhall, a church with a graveyard and the Marketplace.

In the north are some homes, and there is a hospital in the west.

In the south we have a little industrial area, like the warehouses or a destroyed concrete plant.

There is a LOS from the corner of a cornfield in the south of a sandhill near the destroyed concrete plant trough the whole town to a small bridge at the forest in the north. This divides Durrelôn in a western and a smaler eastern part.

Except the forest in the northeast Durrelôn is surrounded by fields like this at the Martin´s Farm, or this view from the southwest to the warehouses.

jaixku7s.jpg

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Figure out what the main potential enemy advance routes will be, and estimate how long it will take a cautious or a reckless player to arrive in force at the place along each route you want to hit him (the "kill zones").

Divide the PC controlled forces into two groups: static and mobile if you're defending and fixing and flanking if you're attacking. In both cases, the first group's job is to make sure most of the player's force doesn't leave the kill zone(s) for a lengthy period and ideally, has to commit his reserves by engaging him there.....ambush, obstacles, ranged weapons, artillery.

The second (mobile) group is deployed in hiding at one of the lateral ends of the map or appears as reinforcement. It commences a big sweep across the enemy direction of the advance, so that it hits one killzone after another in sequence from a covered flank. For this force, you want to use units which have the best close-range firepower and resilience (make sure the infantry dismounts from their transports before going in harms way). The idea is to get close and maul units that the enemy would have preferred to stand off with. And if the enemy has divided his forces, he risks defeat in detail unless he redirects his main effort away from the terrain objectives. Even if it doesn't work, you're giving the player his money's worth with some great "oh sh*t!" moments.

In my experience, TacAI controlled units will react nicely and give as good as they get once they get close in; it's when they get caught at range during their timed moves that they get mowed down like zombies.

Anyway, that's how I cope with AI units that only move on the clock.

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Ah! lol. can´t remember that scene.

What? You have not memorized it? Shame

ARTHUR: O, Knights of Nee, we have brought you your shrubbery. May we

go now?

HEAD KNIGHT: It is a good shrubbery. I like the laurels particularly.

But there is one small problem.

ARTHUR: What is that?

HEAD KNIGHT: We are now... no longer the Knights Who Say Nee.

RANDOM: Nee!

HEAD KNIGHT: Shh shh. We are now the Knights Who Say Ecky-ecky-ecky-

ecky-pikang-zoom-boing-mumble-mumble.

RANDOM: Nee!

HEAD KNIGHT: Therefore, we must give you a test.

ARTHUR: What is this test, O Knights of-- Knights Who 'Til Recently

Said Nee?

HEAD KNIGHT: Firstly, you must find... another shrubbery!

[dramatic chord]

ARTHUR: Not another shrubbery!

HEAD KNIGHT: Then, when you have found the shrubbery, you must place

it here beside this shrubbery, only slightly higher so you get a

two-level effect with a little path running down the middle.

RANDOM: A path! A path! Nee!

HEAD KNIGHT: Then, when you have found the shrubbery, you must cut

down the mightiest tree in the forest... with... a herring!

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