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sttp

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  1. Upvote
    sttp reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    Aaaw crap! There's always something that slips through the last check. I have no idea how that got past - I must have re-imported these units after all the testing as I played the vanilla version several times without any issues. It's funny because they're not in the variant which is almost exactly the same. That's game breaker for sure but I guess you'll have a fairly easy run at this particular mission.
    I have deleted these units and will get a fresh compilation up later today after I've run through everything else again. Thanks for letting me know.
     
    And thanks for the feedback on the first three missions.
     
    A new version with the tanks removed is now up. I've had a look through most of the other missions and there are no irregularities that I can see.
  2. Upvote
    sttp reacted to laurent 22 in Annual look at the year to come - 2023   
    It's not just a game for Battlefront, it's their work, it's normal that they defend it vigorously because they love what they do and so do I.
    I wish the Battlefront team a 🌲Happy New Year🌲 and lots of success for their future projects.
  3. Upvote
    sttp reacted to slippy in Annual look at the year to come - 2023   
    While I can understand peoples frustration and I do think communication could be better. I do not think mud slinging by either side does any good at all.
    Everyone needs to take a step backwards, after all this is just a game we are talking about. If you feel angry, frustrated, bitter, or whatever, then maybe its time to take a break, play a different game, spend more time with family and friends, or something similar.
    Whatever you choose to do, there is absolutely no point in coming on here and complaining. There is no proof that it makes a blind bit of difference to release schedules or projects.
     
    I've been playing CM games since CM1, I have all CM2 titles and packs, I will continue to buy whatever is offered, whenever it is offered.
    I still have not had time to play every campaign, scenario or battle, so there is still plenty to do. Plus there are also people continuing to make great campaigns such as George MC, Dragonwyn, Paper Tiger, and Frank is soon to deliver a paid for campaign for RT.
     
    If I get fed up with some of titles due to bugs, AI or boredom, then I go and play something else, or go to the gym, have a walk.
    Life is to short and precious to get hang up on a computer game, surely
  4. Upvote
    sttp reacted to Aragorn2002 in Annual look at the year to come - 2023   
    Calm down, guys. BF is the best and already gave us so much. I believe they will continue to do so and we should be grateful and supportive. 
  5. Upvote
    sttp reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    I'm not familiar with a base game mission called 'Silence the Guns'. I recall Pete Wenman did a Brecourt mission which featured the entire map from Brecourt to Utah beach so that he could have the AI guns perform fire orders. A genius solution I might say but I chose to do it differently
    I guess there are no spoilers possible as it my interpretation of a very famous historical mission and I found that doing it the way they did it in real life works just fine. But sometimes the AI gets lucky. I've tried to pull the AI's teeth as much as possible to prevent bad luck from stuffing up your starting mission but barring making them completely broken, that's as good as I can get it.
  6. Upvote
    sttp reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    Yes. Absolutely. The 'feedback' I got from watching that was incredibly helpful. I was actually embarrassed when he flunked the Scottish Corridor mission and went onto the Green path. That will definitely influence the remake. I want people to be able to win if they devise a good plan.
    I have a hope that one day he'll do The Khabour Trail, the Canadian campaign I made for the CMSF NATO module (the first one). That's the campaign I'm most proud of.
    I had a look at the revision that was made for CMSF2 and it looks almost identical with very little changed (probably because of the way I do the AI in my campaigns. It must have freaked them out when they realised they'd either have to do it all from scratch or try to fathom out how to update that so it still is pretty much my baby.
  7. Upvote
    sttp reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    The thought did cross my mind briefly a while ago though. If they did want it as an extra, I'd be very happy for that to happen but I'm not pushing for it. It needs both the Market Garden and Vehicle Pack content to play so I can understand why that might not be appealing for them. 
    The same will go for the revision of the Scottish Corridor that will come along some time in the future - it's going to need Market Garden and the Vehicle pack to work. I REALLY want a flamethrower tank or two in one or two of these missions as they were present in the real operation and there's no way that I'm redoing it without one. (Or at least trying it to see if it's as cool as I think it will be. I suspect it will completely destroy any existing balance in these missions but I want to try.)
     
    Watching Hapless's Montebourg and Scottish Corridor series is what got me back into this. He did a really good job with his AARs - very professional. My wife was astonished when I pointed out to her that I made the series he was playing.
  8. Upvote
    sttp reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/the-road-to-montebourg-revised-for-v4-0/
    Don't worry, this won't overwrite or otherwise delete the original campaign that came on the disk. IIt's a completely different file. This is substantially different from the vanilla campaign and the number of changes made is huge but the most important one to note is that you will need both the Market Garden module and the Vehicle Pack to play this.
     
    Other important highlights are that the 2/8 INF core units are now mostly Green with High morale which means you'll need to manage them more carefully in a firefight.
    All-new AI plans using triggers and most of the tricks that came with later versions of the game.
    Flamethrowers are included in some missions.
    Some maps have been revised, most notably the map for Turnbull's Stand which veterans of the original campaign will probably notice quite quickly.
    A 'new' mission has been added although those of you who found and played the earlier revised version that was uploaded to BFC's old Scenario Depot will recognise it. The campaign has a prelude phase consisting of the new mission and then the old campaign opener Beau Guillot. You should notice quite a few changes made to that mission as well - some extra help to make up for the drop in experience.
    There is air support in quite a few missions now and less artillery, at least the bigger guns anyway.
     
    Anyway, let's post this and then I'll see what needs to be 'fixed' or not in good time. This is an old campaign so i'm not expecting a ton of feedback for it for quite a while but let me know and I'll fix things. Now I'm taking a break from CMBN. I haven't quite decided what comes next - finishing Hasrabit or a new version of Gung Ho! for the German forces. Later, I'll get to work on the two Scottish campaigns I'd mentioned elswhere.
     
    Have a Happy New year.
  9. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    An observation after watching Hapless's run at this last mission in preparation for reworking the finale - he seemed to think that I'd doubled up the bocage to prevent the player from making a left swing which is a reasonable assumption to make given that I'm obviously I am a bit of a sadist.  But funnily enough, I only did that because I thought those sunken lanes were cool. I liked his idea though and so I've 'opened' up the map a bit to allow the player more freedom to decide how to approach this mission as a result and so all the doubled bocage lines are now gone. As they are on most maps except for Ecoqueneuville where that seems to be some sort of creek.
    But I also corrected an improperly placed bunker which would have prevented him from doing what he did with such a small force. There were a few other misplaced units which I've also corrected. I am just going to devise a better AI counterattack and then call it a day. After all, most folks are going to take a few more casualties this time around because the 2/8 INF are a mix of Green and Normal training and so won't be quite so resilient.
    The player also has some air support which was absent in the original version so I think it all balances out. But beware, the alternative if you fail either of the earlier Chapter four missions is not so kind.
  10. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    And there we are. I finished devising and testing the AI plans for Eroudeville today and it's all working as I'd like it too. I've played through the first 30 minutes of it too and it was tough so I made a few further adjustments that are non-spoiler in nature. The mission is now 1 hour and 50 minutes long with the possibility of 10 minutes of overtime. This extra time has been added at the start so that you have more daylight time.
    I've also added some new toys for the US player to play with. Since the new AI plans alone will make things a bit more challenging for the player, I think some extra help is needed. You get a couple of M8 SPA vehicles at the start to help with the bunkers and at around the 30 minute mark, you'll get an M10 Tank Destroyer, a breach team and a flamethrower unit as well as some more air support. You have a few FOO available to keep your artillery and air support on the go as well.
    Now, is it balanced? I doubt it. I suspect it will be a very difficult mission for the player especially if he has had a bad result in Ecausseville. Or it could be a cakewalk. Luck always plays some part in such a game, a single lucky hit or miss can decide the entire game and there's not much I can do about. I lost two Shermans to lucky hits in my first play through and that was basically game over for me. True, I wasn't playing smart but rather ensuring that a rash player who just throws his forces ant the enemy and hopes to win by brute force gets this posterior handed back to him but the second hit was entirely unexpected and so we have the M10. 
    So, I will spend the rest of the year polishing things up, writing new briefings and making new artwork where necessary and then compile the thing to upload as soon as possible.
  11. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Well, it's funny just how much you can get done if you just focus. I'm just wrapping up work on Farmhouse and will start the final mission later today. I wasn't planning to do very much in the way of revising the chapter 4 missions but the first two are so small that they were begging for an AI rework. There are three AI plans for Ecausseville and you better make sure you win the le Ham chapter as you'll get a much tougher version of this mission if you don't (now ahistorical since the PIR and GIR did the job IRL so I can do what I like with it within reason  )
    Le Ham wasn't nearly as much work to get done as I'd anticipated. It was only necessary to make the AI react more to the player's moves as far as the triggers will allow me so it was an afternoon's work only. Ecausseville has three AI plans and I'm just polishing off the attack in Farmhouse this morning and I'll get at least one variant made up.
     
    There are some pretty substantial changes made to the campaign structure so I'll give you a heads-up now. As before, losing two consecutive missions ejects you from the campaign, That stays for the most part but the old 'losing two consecutive formation missions and you're out' condition  is now gone. This greatly simplifies the campaign structure with no more than one variant possible for chapter's one and three and two for chapter two.
    However, chapter three is where the rules change. This contains one of the most challenging missions of the campaign and I'm sure some of you will find it too hard so instead of being ejected from the campaign for a loss, you will simply skip to chapter 4. But the chapter four opener, Ecausseville, will be much tougher as the failure to capture the le Ham area allows the Germans more time to bolster their positions. So fret not if the new chapter three missions are pigs. Let's just say though that I've given the player added incentive to try and win Hell. The following missions will be much easier if you get the win but the historical missions, especially Stalemate, will be much tougher if you lose. After the initial two missions, any loss results in the player skipping to chapter 4.
    So we're nearly finished with this. I'm hoping to have the last of the real work done by tomorrow allowing me some time to revisit Turnbull and make sure the briefings and tac maps explain what the player is expected to do to win. And then I should have this up some time next week.
  12. Like
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    I've got an attack plan that works reasonably well now. I managed to get a DRAW by cease firing at about T+40 and I hadn't exited any of my forces so that was a comfortable win. I made a few adjustments to the AI victory conditions as a result and so I think that's enough for now. It's quite a short mission with a very low unit count for the player so I'm going to continue to test it and tweak it while work is ongoing on the next missions in this chapter. Victory point adjustments made are basically now instead of having three TOUCH compound locations, I now have three phase lines which extend about 150m on both sides of the road on the south side of the stream which award the Germans points for touching. The further they advance, the more points they earn each line hot so you'll have to work hard to keep their heads down until you think it's time to run.
    I started work on Licornets this afternoon. This is one mission that REALLY needs 16 AI groups and I'm using almost all of them already. Combined with a variety of triggers, I can really make some effective AI counter moves if the player activates them. With each StuG being in its own unique group, I can use them more aggressively in my defensive plans rather than just positioning them at the start of the game. Giving a movement order to an AI group with two vehicles on opposite sides of the road isn't going to end well.
    I'm not going to agonise over this and will just get two working plans and create variants and that's that for this one. I'd really like to have the chapter 2 missions finished before Christmas.
    I have very few plans to change much with the Glider Infantry missions in chapter 3 but I'm probably going to put the nebelwerfers into Hell in the Hedgerows as that also happened to these poor buggers in real life. They really took a pounding and lost that mission but I shied away from it when I made the original. But war is hell so why not? I need the casualties to make their following missions more challenging. So I expect a quick turn over on chapter 3 with perhaps only the Holding Action needing any real attention.
    And that leaves the short chapter 4 missions which I'd really like to have finished before New year. Yes, that'll happen.  That's my plan though. Much as I'd like to do a compete overhaul of each mission, that would take me another 4-6 weeks after the New year and I'm almost certainly going to want to move onto something else in a couple of weeks.
  13. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Not yet but it's on the to-do list. The real hold-up is reworking the Le Ham mission which is a monster. It turns out that there were no AI plans for this mission and I have to remedy that.
    Otherwise, most of the details are complete. I've learned how to use some of those special moves like Withdraw for example so I'd like to revisit most of the AI plans and see if they can be improved further but I'm not going to let it turn into another monster revision that will never get finished. 
  14. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    A few thoughts on what I've been doing these last couple of day. I've been working on Turnbull's Stand and learning how to use Order triggers. After quite a bit of experimentation, I understand how it all works and there are some cool things I can do with them but building an entire attack plan with them is an exercise in frustration. I can achieve much the same result by using objective triggers and Exit After timers  so I revised my attack plan today.
    I reread the account of Turnbull's action on D-Day this evening and was surprised to read that he had no heavy weapons, no mortars, just a couple of MGs he'd picked up along the way and a bazooka team. Vandervoort dropped off a 57mm AT gun before the main German assault and that was all he had.
    Also, the German 'tanks' were not French tanks but were probably Stugs so I've taken them out. To be honest, they were 100% pure crap and utterly useless in the hands of the AI so subbing them gave me great joy. The only way to keep them alive was to keep them hidden which is not much fun.
    In keeping with the historical account, I have made several major revisions to the map and the mission. Now you can only set up in the orchard on the west side of the road. The two East Touch objectives are also gone - you're only keeping the Germans out of the orchard.
    Finally, you have two squads now with the attached teams giving you 42 men, the exact number Turnbull had on that day. The German don't outnumber you 5:1 but the mission is only 50 minutes long so who cares?
    I am pretty sure my original OB was inspired by an ASL scenario, probably called Turnbull's Stand. That's where the French tanks and the Marder came from. So it's ASL no more and now as historical as I can make it. When reading about the action this evening, I was surprised to find that I've scripted something the Germans tried to do and Turnbull had to react to so I'm happy with the AI work I've done today.
    I'll continue to test this tomorrow which makes three days of work on this. After this, I'll get back to much easier AI defensive plans.
  15. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Here's an update on how this is going. I have changed the structure of the original campaign to give it a new opening mission which, together with the original starting mission, Beau Guillot, will form a new campaign prelude, the outcome of which will determine certain parameters for the three Chapter 1 - Georgian Ridge missions. 
    Having revised and tested the new AI plans for both the prelude and all the chapter one missions including the variants, I'll be picking up where I left off with Turnbull's Stand tomorrow. This is one of the very few AI attack missions so it will require a bit more time to get right but I learned a LOT from making USMC Gung Ho! so I'm guessing this will be better than the previous revision I made earlier this year. I'll just have to make sure that it's winnable. It's almost certainly going to play very differently from the old version, that's for sure.
    I seem to be taking about a day to revise a defensive mission at the moment so if I am able to stick with a decent schedule, I should have most of this done before Xmas. However, the two blocks to swift progress will be Le Ham and the finale, Eroudeville. Le Ham didn't have any AI plan associated with it - it was a pure set-up with no variants and I can't let that stand. Eroudeville has a pretty sizeable AI attack so that will take a few days to revise as well.
     
    A few observations about the new core forces - having the US 2/8 INF mostly Green makes for a rather different experience and I nearly undid the change as it was definitely harder to manage these forces in combat. But instead I've added some extra firepower to some of their missions to compensate them for the loss. In Guillot, you get a Destroyer on call to help soften up the defenders and there is air power in a couple of the Georgian Ridge missions. In Hameau, I've added an AA Quad Half Track to provide the attacker with some extra punch as well. The defenders get a little boost too to keep things interesting - nothing massively OP of course, but after all, most of you will have already played the original campaign so these changes should make it feel fresh.
    The new AI plans are a considerable improvement over the old as well and the AI is much better on the defence now than it previously was so you'll need to be a little more cautious. Except for the new opener, there are always two or more AI plans in each mission, usually five. The opener is a recreation of a certain famous, historical action which I released as a stand-alone scenario to the old repository so it's intended to be fixed.
    I have also found an old mission, Maxwell's House, which I kept a back up of on the Beta boards. It was offered as a possible scenario for the Arnhem module but it didn't cut the mustard. Fortunately, it was still in my folder there so I have been able to revisit it as well. it's a German attack on a tiny but highly detailed rubbled map defended by a very small but elite force of Red Devils in Arnhem. NOT Historical at all, just 100% for fun. It's definitely NOT going to be added to the Nijmegen campaign - that one is finished and I have no plans to touch it again (play perhaps  but definitely not redesign) The Breakout from the Neerpelt Bridgehead and the Aalst missions pretty much broke me, the work that went into them was tremendous. The other two Irish Guards missions that formed that series were no picnic to make and test either.
  16. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Yes, subbing the old captured French tanks was the first change I made. The original Montebourg campaign was developed while the base game was in development so I wasn't able to use them first time around. IIRC, there was no allied air support when the game was first released either which is why there's no air support in the base campaign either. That's changed too. 
    The Vehicle Pack will be necessary because I'm using flamethrowers this time as well. The Airborne and Glider Infantry both get them in their missions in phase 2. I've yet to see these in action as I've been importing the new core units and placing them but that work is all done now and so proper playtesting begins today. 
  17. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    To catch up, I've imported and placed the core units in all the phase 1 and 3 missions and am now preparing to import them into the phase 2 missions (From Hell to Le Ham). These are more tricky because there are German core units in all these missions so I have left these until last. I should have the German core units done by tonight and have them imported tomorrow which means testing and AI plans can begin in earnest this weekend. And do I have some new ideas...
    I have to admit, I really like what I can do with AI triggers. They were just making an appearance when I last played the game and I was initially disappointed that they didn't 'branch'. But I can see how useful they can be in some of the AI reworks I've done for my CMSF2 campaign already.
    Once I've redone the AI plans, I'll create the variants and then will compile a new revised Montebourg for the scenario depot. They're not all getting extensive AI reworks, just the ones which I feel would benefit most from some extra attention, like Turnbull's Stand for example which has an AI attack.
  18. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    It's been a long weekend here so I've been able to spend three consecutive days working on this. I've just finished working on the Brecourt mission and completed it with only one casualty. To be sure it wasn't a fluke, I ran it again (it's only 15 minutes long) and won again, this time with 4 casualties. If you know roughly how that action panned out in real life, the same tactics will serve you well here but if you just rush in, it probably won't work out so well for you. Neither will it work if you take your precious time.
    Of course, this is not Easy Company's assault but rather an homage. And it just feels right. BTW, if you have already played the revised version of the campaign, you might notice that I've redesigned the trench network to better reflect the historical set up.
    So, Missions 1 and 2 are done as well as Turnbulls' Stand. I'm only going to rework a few missions so it may happen quicker than I'd thought. The main task is importing the new core units to each mission. That's not as small a job as you might think
  19. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    It's always heartening to geed feedback on your work, even better if it is positive.
    Don't worry, I'm taking care not to up the difficulty too much. In the revised version, the 2/8 INF's experience will largely be Green because in testing, I found these units performed more realistically with Green. However, you get air support in some missions which compensates for the loss.
    The PIR and GIR units won't be changed in any way except of course, there will be flamethrowers in some missions. I haven't seen them yet but they're in the new core unit file.
    As it happens, today, I worked on the second, 'new' mission, based on Brecourt, and this is a fine opportunity to make use of the AI triggers. There is a small counterattack that was 'timed' in the original mission but now it will happen when you touch an objective. Not saying which one though. I'm learning how to handle units more effectively in RT now so testing the missions has become much more fun.
    'Turnbulls' Stand' has a much better set of AI attack plans now. (I was appalled when I reviewed the AI plans as they were pretty basic and lacked any real co-ordination. While that is more realistic given the historical action meant that the Germans were surprised, it was an 8-hour action condensed into 40 minutes so it can't be too unco-ordinated. Otherwise, it's a wipe out for the AI)
    I'm not sure if you'll be pushing them back but based on what I've watched on Youtube, I wouldn't put it past a good player to slay them regardless and drive them off the map. Not to spoil anything but they have a more realistic attack behaviour now. I pulled off a couple of victories in testing yesterday though and I'm still far from being a 'good' player yet so it's not going to be an impossible task for a reasonable player. Oh, and there are old, captured French tanks which have replaced the MkIVs. Boy, do they suck! But they're fast.
  20. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Some of you may have noticed that I've poked my head up again after a very long absence. I've just been very busy with real life and wanted to spend some time playing games rather than designing content. But this game is a bit like crack for me, it's just so addictive and watching Usually Hapless play this campaign on Youtube got me back into it. (Yes, it's ALL your fault Hapless  )
    I've done a bit of work fixing things and now want to turn my attention to my first campaign for CMBN, the Montebourg campaign. It's the oldest and was made using v1.0 of the engine meaning that there are only 8 AI groups and no air support. There have also been a number of changes to the game which mean that I can experiment with some of the new stuff while reworking this one.
    It's not going to be a total overhaul but it will no longer work for players with only the CMBN base game so it's a Repository jobbie. I'll let you guys know what you'll need but it will probably require the full Monty as I want flamethrowers in it. It's also worth saying that anything new in it will be historically accurate and not just added in for the laughs. So no SS with JgPZIVs. Pity.
    So, I'll keep you up to date with my progress on this. I'm not looking to do a LOT of work. It's mainly to reacquaint myself with the scenario designer and writing AI plans.
     
    Mission 1
    I have no plans to change anything at all about the opening mission at all. It's fine as is.
    Mission 2
    There is a 'new' short 'Brecourt' mission. It's not really new though as it was in the revised version on the Repository. I'll need to tweak this one as the game seems to have become more lethal since I last played it but otherwise, it's good to go.
    Mission 3
    The first mission to get a full rework is Turnbull's Stand. I'm reworking the AI attack as there were only two AI plans and they were terrible. I've made a number of revisions to the map itself to reflect the reality of the day so it's a bit more open with less bocage and more hedges.
    I've spent pretty much all morning and most of the afternoon learning how to script an AI attack using the new tools and the first AI plan is almost done. I want a second one with an entirely different focus but it should be much faster to do as I'm not 'learning' anymore. Then, I'll mix it up so that there's four attack plans.
     
    And that's where I'm up to. There's no timetable on this. I'm not in any hurry but by posting about it here, I've kind of declared my intentions and am far more likely to stick with it.
  21. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    I don't have my old research as it was all lost but I have had it confirmed very recently that the formation was the Panzerjager-Abteilung 709. The StuGs in the following mission, Licornets, came from the same formation.
  22. Upvote
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Avalon Hill's 'The Longest day?' That was an absolute MONSTER. It was really expensive and just setting it up took longer than most other AH wargames took to play to completion. Believe me, I wanted to buy it and the guy in the wargaming shop tried to persuade me to buy it but I just couldn't see any way that I'd be able to play that so no. 
    I got that info from another forumite, Mr X. I have lost all my original Montebourg research materials but today I rediscovered the free history of the fight from Utah to Cherbourg by the Center of Military History and found nothing on this. Most of my OOB  knowledge of this came from John Keegan's 'Six Armies in Normandy' and a little from the ASL scenario, The Roadblock.
    Be warned, this mission is almost entirely different from the original version. My playtests today showed that this was going to need more work to make it playable. The victory conditions, the OOBs for both sides and the map itself have all changed a lot.
    Now, I'm going to get back to work on this mission as I've decided to give it a rework which hopefully will keep almost all of the work and testing I've done these last three days and I'm eager to see how the new mission works.
  23. Like
    sttp reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Edit to add:
    I was responding to Warts and All's post above...
    What an ungrateful bastidge - it would take me less than 30 seconds to count 50+ coins and I'd be grateful for the sale.  Not to mention the free space the box would give me in the shop.
    My crush was on Anne Wilson but that's an earlier time, back in the Heart - Little Queen - Dog and Butterfly - Magazine era.
     
    Now a few comments on my OB for Turnbull's force. Most of the sources I've read agree that he had a team of 42 men including himself. This included two BAR teams and a Bazooka team. There is some disagree ment on the number of AT guns though, some say two but having read Keegan's account of the morning, I've made some assumptions - the paras jogged to Neuville from Ste Mere Eglise. They found a .30mm machine gun along the way. Vandervoort arrived in a jeep with a 57mm AT gun which was given to the Bazooka team in a building near the road. He sent a runner to communicate with Turnbull from which I infer that he was near the orchard and not on the east side of the road.
    I'm going with Turnbull's HQ (5 men), 2 squads (24 men - 2nd squad w Bazooka)), two BARs (4 men), 1 Para LMG (2 men),  57mm AT gun team (7 men) reduced strength for a total of 42 men. (The AT gun team is not core so should be okay when the mcampaign is complied. However, sometimes the reduction rounds up rather than down and you can occasionally get 43 men. But they're AT gunners so it's not going to break anything. And that's the best I can do with the way the game engine is.
    I'm glad the French tanks and one of the AT teams are gone because this is how playtesting went:
    First tank shows up - one shot - one kill.
    Second tank shows up - one shot - one kill
    Marder shows its face (MGs can take it out but again, one shot - one kill.
    Leaving my two AT guns with about 12 rounds of ammo left to rip the German squads apart. They are very effective when used against infantry. Easy win for Turnbull.
     
    So that's my OB for this mission. I have approximately two companies of German infantry with two StuGs on the attack so I've made the infantry Green and Low morale so that they're not too much for the defender. You'll need to keep them suppressed so that they don't overwhelm you with machine gun fire. Now it's the mortars which will kill you which is how it went down that day.
  24. Upvote
    sttp reacted to Thewood1 in Any news on the upcoming module?   
    I look at comms to your base as a significant part of marketing regardless.  I'm not sure anyone expects a multi-domain and multi-media campaign for every release.  But a key component of marketing as a concept is basic communications to customers and some place to point prospective customers to.  There is a very obvious lack of that basic foundation of marketing.  And BFC has stated that Slitherine has no say in what is released on BFC.com or when.
    And then there is basic customer service of letting existing customers know what is happening.  Even Graviteam gives basic updates periodically.
  25. Upvote
    sttp reacted to WimO in Operation "Coup de Main"   
    The CMBN campaign "Operation 'Coup de Main'" has been completed and posted at FGM's Scenario Depot.
    This is my final contribution to CMBN scenarios, campaigns and mods.

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