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Fredrock1957

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Posts posted by Fredrock1957

  1. The Sie Kommen II Battle Pack is released, these are the 18 Scenarios from the Campaign that have been modified for H2H play only. Included are 32 page Allied and Axis Commander Handbooks (.pdf)... You can pick up your copy exclusively at The Few Good Men

    The battle pack has instructions on how you can play your opponent in a 5, 9, 12, or 18 scenario H2H Campaign Style. Setups for tournaments, etc. are also included...

    Enjoy!!!

  2. One thing that might simplify: my suggestion to scenario designers would be to not to try to make the scenario balanced (or consider at all) for both AI and vs Human. I'm pretty sure that a given scenario is _either_ vs AI or H2H, it seems mindbogglingly hard to make one good for both, and is likely to result in one less good for either. just a thought.

    GaJ

    +1 to that... great response GaJ
  3. AI plans can be a cast iron biotch. tweak, test, tweak, test....
    I totally agree with this, you can spend a LOT of time workiing on AI plans, plus to make scenarios replayable you need more than one plan, perferably a minimum of three, so that is 3 times a LOT of time...

    The Sie Kommen II Allied Campaign (d/l here) has 18 scenarios in it that are designed specifically for Allies vs AI, with a minimum of three AI plans per battle... Plus it has over 120 play tests over the 18 scenarios... After the finish of the Sie Kommen II Battle Pack (release this friday) which is the same 18 scenarios modified for H2H play and tested, Then there will be a release of the Sie Kommen II German Campaign that will have nine scenarios designed and tested for Axis vs AI play. I kept a breakdown on time spent on this project and to date the percentage breakdown is as follows:

    Map Making = 26.26%

    OOB's = 5.84%

    Briefings = 11.67%

    Graphics = 11.67%

    AI Plans = 36.77%

    VP Allocations = 7.78%

    Without play tests there is over 350 hours invested. Add all the play testers etc, and I bet you can double that.

    So to the OP, I think scenarios vs the AI will keep appearinig though I believe in a QB it can't be done really well... It's just adding the AI Plans is tough, I hope BFC will address some added flexibility within the AI Plan portion of the Editor as the game engine goes forward.

  4. Russkly,

    ***************SPOILERS**************

    your third line above with maximum effort should surpress the troops enough to get infantry on the beach and to the bluffs... then you need to get the next waves onto the beach while the first wave survivers are hiding. Use smoke from the armor if possible... once you have units established on the beaches, more Arty should arrive, though it will take 8-12 minutes from call to it hits (hopefully you placed the eight TRP's you start with on areas that looked important) by then your final waves should be arriving and ou can get them up on shore... Linear Arty seems to be important in this mission....

    Hope this helps and dont forget you can win the campaign even if you lose the first mission...enjoy

  5. I played the first turn and the mayhem was astounding which begs a question. Since this is a campaign, will there be opportunities for replacements in follow on scenarios?
    Yes replacements, resupply and rest are all taken into the account based upon the amount of destruction cause especailly by the Draw Poker battle. There are times later in the Campaign where your resupply, rest and replacements could be down, depending on the battle and situation. Look at the battle flow in the PDF that is included and see battles like Counter Attack and Highway Song which will fight up to 2 or 4 different ways based upon the variables...

    The way I designed the flow is dependent on the Draw Poker battle... 6 of the same battle are played for a win or loss, 6 of the same battles are played on the win side, and 6 different battles are played on the loss side, so 12 battles in all for the campaign. You can get knocked out early with too many battle loses and end up only playing 6-11 battles. Every battle has a minimum of 3 AI plans most are 4 or 5, so thus even during replayability the chances of the battle playing out the same is 33% or less (that includes Draw Poker).

    The Team thanks you and enjoy...

  6. I don't think the concept of using CMBN's ability to provide campaign choices at the end of a scenario has been done before so would take a lot of planning and testing.

    The only way I know to do this is to create a battle (explain in the briefing that is not to be played but upon opening you -), that if you Ceasefire you get Victory, and if you Surrender you get Defeat, with each choice sending you to a different battle and scripting path... I played around with this on Sie Kommen and it works, but I had no need for it in that campaign...

  7. Played first Mission, what a slaughter ....

    But maybe some issues

    - arty comes from land, not from seaside (brought me extreme high FF casualties)

    - there is no smoke available (arty)

    - infantry can do some smoke but wind comes from land and blows the smoke towards the sea

    - all shermans died in less than 60 seconds after arriving (had to reload 2 times to save at least 3 of them)

    *********SPOILERS************

    Arty comes from land because friendly side for Allies is South, otherwise broken troops run towards water, this way they at least try to make it to shore. Plus the Axis AI is dropping a lot (150+rds) of 81mm and 120mm on the shore line, so maybe that is what you consider FF casualties...

    no smoke except with infantry if you get'em to the beach then it covers inbound units... I could have probably defined this better in the briefing. But the first rounds of Naval Arty should surpress any resistance to get 'some' of your units to shore...You get a 20% Intel which should give an idea of major Axis defensive positions.

    Wind comes from south... shouldn't be an issue

    Thats a shame all your Shermans died, some play testers found this battle to easy, guess you didnt have good luck with the 164 rounds of Naval Arty (5 and 6 inch) to start game...

    The campaign is not designed to be easy... especially the first battle... and if you win (which is a minor deafeat or better then you go to a certain scenario, if you lose then you go to a different scenario...) If you think you should win every battle then I can create a campaign that way, but that is no fun IMHO... Have fun... practice and then you might beat the axis in the first battle... otherwise go on to the second battle and see if you can win the campaign...

    Thanks for your feedback and enjoy...

  8. Re CMA campaign, how about fighting through a rugged road pass thru mountains to clear it for convoys/armor so as to attack a village at the other end with armor? Shilka's a must.

    Maybe start with recon scenario, then 1-3+ battles to clear the pass and make it safe. Finally, assaulting a settlement.

    This sounds like an idea that could work, I have a Village battle based upon Spinakalacha in Dec of 87... I could put something together for battles leading up to that... Thanx Erwin
  9. The SIE KOMMEN II ALLIES CAMPAIGN is released and you can get it only at The Few Good Men, see The FGM Downloads link on the main page.

    ***OVERVIEW***

    A fictional account of what might have been if the Allies decided to invade at Pas D' Calais in July 1944, instead of June 6th at Normandy.

    Command units of the 29th Infantry Division from their landings on July 4, 1944 til their fight for St Omer on August 4, 1944...

    18 Total Scenarios as part of one Campaign with different results leading you down different paths to victory or defeat. Two main 'Core' units for the US, the 2nd Battalion of the 175th Infantry Regiment and the 29th Division Recon Troop will provide you with units to fight for different objectives. Muliple AI Plans for each and every battle provides replayablility and tactics on the fly against the stubborn German 352nd Infantry Division.

    Also included a 14 page PDF Manual that provides some addtional information on the Campaign...

    Enjoy

  10. Phanton Captain based upon that outcome I will need to toughen things up a bit. If I can find some reference material to spur on another Campaign for CMA, I will work one up... Currently I am finishing up the German Campaign for Sie Kommen II and after that I have a 7 battle historical campaign in the works for the 30th Infantry Division around the Vire River July 7-11, 1944.

    If someone has a suggestion for a CMA campaign please let me know, It's impossible to get enough info on any historical type recreations, but a fictional setup based upon a 'what if' in the appropriate time frame could be done... I do really enjoy CMA game, wish there was some more terrain mods etc...

    Again thanx for posting and I am glad you enjoyed the campaign (Major Nosov is a happy camper)

  11. Another kind of mixing-and-matching I think nobody has commented on is that regarding units parameters: Leadership, Experience and Motivation. Tweaking those can significantly amplify - or reduce - the effectiveness of the equipment. For instance, having well motivated guys on the HMG's or similar has a noticeable effect on ROF.
    This is so true, in tests I have taken an Allied Force that was totally dominate on a consistant basis, and with just tweaking both sides Experience and Motivation swung the side to a dominate Axis force. No adding units, and tweaks were along the lines of between green-veteran for Experience and low-high for Motivation... Heck you start using Elite and Fanatic and you have oberste pixeltruppen.

    I too also try to stay away from the 'canned' units, subtle changes like adding an extra BAR to a squad or removing a weapons platoon from a infantry company but then taking another platoon in the company and loading it up with some M1919XX's or M2's and BARs as a fire support unit.

    Assigning a M5, M4, PzIV, A/C into a platoon chain of command is another cool thing to use, and if you are developing AI plans, group a platoon like this as it works well.

    Depending on the scenario or situation, it is also different to have 'more' off map arty units with limited,scarce or severe ammo load outs, this works well if you remove a Weapons Company/Platoon as stated above.

  12. Coming in a little late here, but I followed this thread from the beginning as I was playing this battle (original version) H2H. My opponent and I have been playing against each other for 10 years and I would say that he regularly outplays me 60-70% of the time. I played as the US, and we played (both blind) at Iron Level (the only way to play historical {semi} type scenarios IMHO)

    First off the map is just plain incredible, the briefings layout what needs to be done in a concise and straight forward manner.

    *********SPOILERS*********

    During the course of the battle there were many times I felt I was winning (during the early recon stage I did some damage to his AFV's and a few StuG's) and there was times where I thought I was getting destroyed (When a Panther wiped out a whole Amrored Infantry Coy and left it with almost no capabilities). I actually pushed the ceasefire button at about the 65 minute mark (though I didnt tell my opponent), seeing if the enemy had done the same.

    Fighting in and around the Main bridgehead and town was intense from about the 50 minute mark till the end of the battle. Though I felt slighted on the amount of Arty I was given, I set up an area coverage around the town (bridgehead A) and let loose with harassing fire from 50-65 minute mark, the put a linear harassing attack down the middle of the town from minute 75-End... It worked out well as I had 2 rounds left at the end of the battle, and basically shells were falling on the town for 40 minutes (+/-). Duriing this time I moved a platoon into the area of bridgehead B and across the river, I couldn't get any vehicles across the Bridge because of too much carnage (see pics). I ended up winning as Arty siezed the day (very much like real WWII arty)

    All in All I would say that this is the best scenario I have played in CMBN, it gives you everything you would want in a battle. Find yourself a opponent and give this one a go, you will enjoy it.

    huzzar1.jpg

    huzzar2.jpg

    huzzar3.jpg

    huzzar.jpg

  13. Just dropped this off at the repository, but you can get it now at website link below.

    H2H Only!!! - This is scenario from FGM's Tag Team Tournament Round 1 which is now complete, A few modifications have been made and its been redone for public release. It is medium in size.

    Meeting Engagment of a 'What if' encounter between units of the 41st Armored Infantry Regiment and the 37th SS Panzergrenadier Regiment in and around the village of Gavray.

    Use of regular Grenadier Troops with added units reflect SS troops which are currently unavailable.

    Enjoy

  14. Sounds impressive. Will this be playable vs the AI or only H2H?
    The Campaign(s) scenarios are designed for 'vs AI' play, but the Battle Pack scenarios are designed for H2H play in a campaign style of 5, 9, 12, or 18 scenarios. Also setups for running Tournaments or Clan battles will be included.
  15. The release of the Sie Kommen II Campaign will happen this Sunday, followed by the Battle Packs and a German Campaign.

    As the player you command units of the 29th Infantry Division from their landings on July 4, 1944 til their fight for St Omer on August 4, 1944...

    18 Total Scenarios as part of one Campaign with different results leading you down different paths to victory or defeat. Two main 'Core' units for the US, the 2nd Battalion of the 175th Infantry Regiment and the 29th Division Recon Troop will provide you with units to fight for different objectives.

    THE BATTLE PACKS (release date November 15th)

    Designed for Head to Head play there will be four battle packs allowing play of 5, 9, 12, or all 18 scenarios in a H2H campaign style format. A Commanders handbook (for both the Allied and Axis Commander) will be provided for the sequence and scoring of these battle packs along with some addtional rules for tournament and clan based play.

    THE GERMAN CAMPAIGN (release date November 21st)

    There will be a 9 Scenario German Campaign featuring 'Core' units from the 352nd Infantry Division. The 352nd Fusilier Battalion and 2.116. Infantry Battalion will provide the main focus in the campaign, fighting in the same battles as in the main campaign, see if you can hold the Allied units from advancing inland.

    For more information, video, screenshots, etc.. on this epic project see The Sie Kommen II Website

    Enjoy

  16. They already get the chance to close assault the vehicle, which is pretty effective, even in the absence of demo charges. There isn't really a need to waste a demo charge to make it more so.

    I would also like to be able to attack a tank via a unit on the second (or higher) floor of a building (this cannot be done with an assault) by throwing demo charges on a passing vehicle.

    Good list by OP, I will take'm all...

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