Jump to content

theforger

Members
  • Posts

    331
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by theforger

  1. Hi Chaps, I had fun making the scenario and genuinely appreciate your comments. I may make a V3 but at the moment I'm 4 of 11 scenarios built into a new Peiper campaign unofficially called "Rollbahn D" that I want to complete. Re Erwin's comment about the engineers, I was unaware of the demo charge issue. For the Axis forces in Maas I'd imported the units from the game supplied Peiper Campaign. SPOILERS ***** Regarding the lack of ambushes in the woods... I was trying to represent the sometimes false information about strength of opposition the commanders had to contend with and also give the player a sense of anticipation and caution, without losing the fighting capability of the KG. My ambition was for the player to reach Stoumont and Cheneux and then be hit with the task of clearing the towns, made more challenging by USA counter attacks. Over a map of that scale with that many forces arriving from multiple directions it was quite tricky to anticipate when a player would be hit by those counter attacks and the effect. Re the new campaign I've created my own Axis force, but will double check pioneer equipment, it may have been the result of an unfortunate unit selection. Some of the scenarios will be relatively easy and lack organised opposition as I'm trying to be historically accurate and incorporate the majority of landmarks/towns on the route. I'm building the Bullingen map at the moment. I'm toying with the idea of if major victories have been achieved, giving the branch option for Peiper to thrust North/NW rather than continuing SW back onto Rollbahn D, thereby attempting to release the 12th SS Division.
  2. No problem with derailment. And thanks to @rocketman, I was aware of that unit as a potential option but not the name of the CO. Just read it was primarily the 2nd battalion of the 9th regiment, page 75 The Devil's Adjutant. I'm building a KG Peiper campaign, working title Rollbahn D, but wanted to start at Lanzerath on the 16th, with the Fallschirmjager. From reading they were quite the mixed bag in terms of quality?
  3. does anyone know which Fallshirmjager unit(s) of the 3rd Division stayed with KG Peiper through to Stoumont? Finding it tricky to find a definitive answer.
  4. I've used the Grilles to fire direct on to Stoumont church and buildings on the approach to the village. Distance was about 320m and kept them out of harms way. I chose Grilles because some destroyed ones were found after the battle.
  5. Thanks guys, V2 is now available from thefewgoodmen scenario depot as well as the main CMFB forum, on this site.
  6. Mission to Maas V2.btt Updated huge scenario Axis KG Peiper versus Allies. Semi Historical based on the actions over 4 days around La Gleize and Stoumont, condensed into a 4 hour period. 4 hours, gives plenty of time. But need to balance force preservation with speed to secure objectives, avoiding enemy artillery and fighting off counter attacks. Controlling 700 troops and over 50 vehicles is not for the feint hearted Improvements over Version 1 Improved road layout near Coo and through La Gleize, so game engine doesn't re-route units behind buildings . Ground conditions now allow for more off-road manoeuvre with minimal risk of breakdown, although beware of mines. Some building layouts have been improved. Found Grilles! and added some German recon. German TRP setup is now at the front of the Spitze rather than inconveniently hidden in the woods! 5 action plans, with variable arrival time for USA reinforcements give more replay ability. Start time is 08:30am which provides darkness and poor visibility for the first 15-30 minutes. Why go large? Operational type decisions on when and where to attack / defend with which company optional march routes route security, flank recon, patrols, early warning creation of mobile reserve to respond to threats etc command challenges, do I move to counter that threat or temporarily withdraw to fight again? Deeper understanding of your own force strengths, weakness, mobility, firepower, combined arms Visual. Attack and counter attack over the same ground lets you fight past burnt out vehicles and damaged buildings, that are reset if occurring in a campaign Not many scenarios produced on this scale, probably for good reason Many thanks to the guys who commented on version 1, much appreciated, hope you find this an improved experience.
  7. an improved Maas V2 is very nearly there, running final play test atm. Will post on thefewgoodmen. I've done a couple of Black Sea ones on a similarly large scale. Summer in the City and Korsun 2017. Korsun you play as Russian v Ukraine with the USA arriving to prevent a breakthrough. Summer you are Ukraine v Russians who are attempting a fighting withdrawal. Next for me is a campaign, fewer forces but still large maps. Not sure if I'll base it on Maas or move further South, Marnach or Bastogne.
  8. Far from it. Appreciate all comments good and negative. How can I improve as an amateur designer otherwise? There are a lot of smaller scenarios, which are great and I enjoy...but fewer huge scale that challenge choosing route marches via large maps, when and where do you need agility/feints, fend off counter attacks? force superiority, operational issues? I've almost finished testing a V2. Added some reece and eventually found Grilles to add German side! Improved road net thru initial stages and La Gleize. Made some building cosmetic changes. Added 5x Allied AI plans. Also changed conditions to patchy snow. Looks good and no bogging. My initial idea was to recreate a taste of 3-4 days 18th-22nd action in 4 hours, tricky to please all. I do acknowledge the scenario takes a lot of effort and patience on the players part. I will create a bitesize campaign version this year, probably from Vaux Ricard/Stavelot.
  9. @Bulletpoint Yep, at the moment only one plan but USA reinforcements have variable arrival times which can help or hinder. V2 will include multiple plans, TRP placement already done, building improvements and once complete I'll post on the scenario depot website.Will think about weather/ground condition mix would like to do a snow variant. Was looking for feedback on this version, which you have helpfully provided. I could add more ambush points but I didn't want there to be a bazooka team on every corner. It can build more tension and lead the player into a false sense of security if they are deployed at varying intervals. The aim is to make the final engagements challenging without being impossible, its tough to get the balance right.
  10. Awesome screenshots, bringing the scenario to life, couldn't have asked for better. On other comments, I will produce a Version 2 in the New Year and the TRP will be moved to avoid Peiper getting angry with some exhausted staff officer. And add more interconnecting doors where appropriate. I have made some of the Chateau open plan inside but agree could be more. The reception area of the chateau is one of the buildings you cannot modify unfortunately. And one of the buildings represents a chapel, so I'm not sure there are interconnecting doors but take the point on board. It was quite tricky getting an acceptable visual representation of the Chateau and Sanitorium.
  11. The Spitze probably would have had better troops and some Panthers too. In this semi historical scenario the KG spent more time fighting in Stavelot, capturing the fuel dump, taking more casualties? before reaching La Gleize on the 19th, a day later than in reality. My decision was that I wanted to make it a compelling start without making it like a hot knife through butter. More of a gameplay decision than historical. Though to CM Vets it'll be a walk in the park. Regarding the conditions freezing and muddy. During testing I was losing 2-4 vehicles due to bogging/breakdown throughout the scenario which I felt was ok, but understand the point about freezing negating the effects of mud. Felt it created an element of doubt/risk without crippling the attackers choice? Regarding weather. I did testing on the effects of fog/mist. On the day in question in 1944 it was foggy. But unfortunately the game engine produced some quite unrealistic square shadow effects in crucial areas of the battlefield, so in the end I went with mist. I think the map looks aesthetically better with snow but my decision was a nod to semi-historical accuracy in the end. Regarding start time. Because with mist the tank ranges were too long for the opening scenes, by starting in darkness at 8:30am, meant that visibility starts poor and improves gradually. Don't forget ALT-B to get some artificial light. The decision created the Keystone Cops Car chase for @Attilaforfun so job done! During the actual battle I think there were occasions where German units joined or surprised the tail end of American columns, so that was an element I tried to incorporate into the scenario. At some point I'd like to drive around the battlefield and see it all for myself!
  12. Some great points and keep them coming. I wanted to get this out there "as it was" rather than wait for as near perfect as I could make it. Would stress it is only semi historical. And to BulletPoints comment yep the map is my own, part of the fun. Although I was inspired by the master maps, moving that many units I felt I had to make some of the longer stretches of road a little more gamey to keep the pace/momentum going.
  13. Thanks for the kind words so far. I hope as you progress through it there are enough challenges to maintain interest. With that many units in play it is going to take stamina and patience from the player. Very pleased you all are going to give it a try out.
  14. Huge scenario covering Peiper's advance through La Gleize to Stoumont. German vs Allied. Could try H2H but untested. 4 x2.3km map, my interpretation. Any comments good or bad taken on board. Mission to Maas.btt
  15. title says it all really. Should be a good source for scenario designers and moders.
  16. Challenge 6, Total Victory 1000 to 56, 107 men OK vs 47.
  17. had a go at battle2. Victory would have been even more complete if an AT crew who I thought I'd wiped out managed to knock out one of my StuGs. Total Victory, 50 ok 16 casualties, 1000pts v 90. Spend most of Combat Mission WW2 series fighting as Germans, so was pretty confident beforehand. Cheers for putting this together.
  18. Hi, appreciate you putting this together. Gave this 3x attempts to test your plans. All 3x times I got all the Germans. But didn't get a win 1st time, in hindsight versus the toughest AI plan, took too many casualties. Got a tactical victory 2nd time, 26x men ok, and total victory on the third with just one killed. Very enjoyable thanks!
  19. If you are looking into building/translating 1980's scenarios then this is an inexpensive source from Amazon The Bear Marches West: 12 Scenarios for 1980s NATO vs Warsaw Pact Wargames
  20. My cc was compromised last week, purchased SF2 mid December.
  21. Below is a list that highlights the new units and equipment that Gustav Line has to offer. Hi was looking thru the brilliant screenshots for ShockForce2 and came across the above... It was in the TO&E of the Marines edition. Apologies if this has been picked up already
  22. Gotta be one of the best Campaigns I've played ever in all of Battlefronts Titles. The attention to detail, the map work and playability are simply brilliant. Could have done with some more Grenadiers to make it easier for me but that could have diminished the sense of achievement. Great job, thank you.
  23. What a wonderful feature that import campaign units is! Thanks again
  24. this is why I enlisted the help of experts. I know my limitations. Cheers chaps!
×
×
  • Create New...