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New Campaing "6th Troop"


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Hi

 

I apologize for my English, but I can only do this, I help google translator.

The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.


I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.

As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.


All comments are appreciated, 


https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM

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Sounds interesting.  But, if you really want people to d/l and play your campaign, you should post to CMMODS or allow a simple d/l from a dropbox or similar.  Many of us here do not like having to sign up for new accounts at new sites we are not familiar with in order to to d/l anything.

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I have CMFI 2.02 Engine 4 on the system am using at present.  That's the problem.

The challenge is that I am halfway thru some campaigns and when one updates they often will no longer load.  So, I am now keeping old versions of CM2 games just so I can complete older campaigns.  

 

 

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I provided the mod to Mirek, he will attach it to his send to bootie

I finished the 2nd battle and there was fur torn off

(Those who have already seen 2 cats fighting will understand what I mean)

I ended up with a total victory but I paid the price!!

A problem I couldn't call the 4.2 inch

There is no artillery observer and all HQs are refused

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I finished the 3rd part, butchery !!!.😭
mirek you are a pervert !!!😉
the defense network is really well thought out😱

200118080328449193.jpg

* hummm, more like a commando, everyone is dead.
now,
the third DSK fights alone

megalon i sent you a private message !!!

Edited by Falaise
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What should I say, I also have problems with the passage of these scenarios, the third mission is as difficult as the others. However, this campaign was supposed to be different from the others, where the scenarios end with minimal losses, or you always have the full composition of units in the next battle. The loss of "Commando" does not bode well, the additions are very small 10 or 20%, there are two missions where only "Commando" fights. The key to winning is not to lose too much because there are no additions. You don't have to win all the scenarios to complete the campaign. The company update is at the end of the month. I will rely on your suggestion and we can do a little easier.

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Spoiler Warning For Game 1: I attacked the monastery assuming the FO would be in its tallest tower. When I finally cleared out the whole building, with the loss of most of my forces, he wasn't there. At the end of the game I got a 'draw' and had failed to kill the FO. When I looked at the map after the battle the FO was in a panicked state next to another set of buildings held by the Germans. Is the FO programmed to flee from the monastery if fired on? I did fire a few shots at the top of the tower at the very start of my attack...

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As I wrote in each scenario, AI has several plans. In this scenario, one of the plans is the escape of the observer. Apparently you came across this plan, if you play again it is not known whether it will be in the tower or not. This was the idea of these scenarios, the welds can happen differently, once you have to go straight to the monastery, another time try to get around it. You need to feel the situation and have a bit of luck just like in life.

Edited by mirekm61
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  • 1 month later...

----Spoilers-----

Mirek, why did you put 107mm mortars in the second battle when none of the Polish units can call them?

Also, I killed the German artillery observer in the first battle- and then got shelled by German 15cm guns in the second battle. It makes it look like the briefings don't make any sense.

And the Polish rear area is exposed to enemy observation so there is really no safe place to hold troops in reserve. You could easily modify the map to make a forest or valley where some units could wait while scouts go forward.  I hope you will make a second edition of the campaign. 

In the first battle I destroyed all the Germans, including a battalion HQ on the far edge of the map. But surely they would not sit there and wait to be killed? Perhaps there should be an exit zone for them. 

Those are just my suggestions. Thank you for making the campaign.

 

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  • 1 month later...
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