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Trois Pointes Scenario help

 
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Trois Pointes Scenario help - 1/25/2005 4:18:55 AM   
Dragoon 45


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I am designing a scenario about Trois Pointes, Be, during the Battle of the Bulge. Needless to say this scenario is all about the Germans capturing a bridge, which historically the Americans blew when the Germans approached the bridge. While the scenario is based on history the forces involved are not necessarily accurate due to the desire for intense gameplay. What I am having trouble with is figuring how to handle the bridges. When playing against the AI, it will not blow the bridges even though an engineer squad is deployed on the bridge approaches. I made the far side of the bridge a victory nex worth 250 points to emphasize its importance to the scenario. Forces involve for the Americans is 1 x engineer company with two engineer plts replaced with rifle plts, 1 x sect of M-18, 1 x 81mm btry, 2 x recon squads, and a few bazooka and hmg sections with some snipers. Gerrman forces are a mixed panzer company with Panthers and Mk IVs, a Tiger II sect, a pzgdr co, a Wespe btry, two sects of armored cars, some additional mortars, and a couple of FO's. Where I am having the problem as mentioned earlier is how to keep the American Human player from blowing the bridges first thing there by depriving the German player any chance at victory or conversely how to get the American AI player to blow the bridges when the immenient capture of the bridges is apparent. What this boils down to is how to give the German player a decent change to capture the bridges? Any ideas?

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RE: Trois Pointes Scenario help - 1/25/2005 5:34:27 AM   
KG Erwin


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Dragoon45, I am a total novice at the scenario editor, BUT, you can alter the conditions for possession of a victory hex. Go into the editor, and click on the victory hex conditions. You can cycle through the options--you can make a VH ignored by the AI, but still granting points for the human player at end of battle, and several others. Your design is gonna take some creative thinking. The option I mentioned assumes that the bridge is already blown, but you can still gain points by capturing it, as the AI forces will NOT advance for it.

This is only from cursory examination--the experts can give you the lowdown.

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RE: Trois Pointes Scenario help - 1/25/2005 7:54:15 AM   
Dragoon 45


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What I want to do is give the American player points if they hold the bridges undestroyed, points for the German player if they capture the bridge, but significantly less points for the American player if they are forced to destroy the bridges. With what I have in mind, you can't set the Victory hexes to do. So I am fishing for ideas.

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Artillery always has the Right of Way

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RE: Trois Pointes Scenario help - 1/25/2005 12:23:24 PM   
Danny Boy


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Guys
If I remember correctly you have time bombs, fuse charges, demolition etc in the Norway OOB. I'm sure that these can be used to help simulate what is required.

Unfortunately I'm not well aquainted with how to use them....but I know that someone will

Cheers!

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RE: Trois Pointes Scenario help - 1/25/2005 2:39:52 PM   
Dragoon 45


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An Engineer Squad with a satchel charge will destroy a bridge. You attack the bridge hex using the "attack a hex with direct fire" function from an adjacent hex. Medium and large caliber Artillery will also destroy a bridge.

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RE: Trois Pointes Scenario help - 1/25/2005 4:15:58 PM   
IBTyrone


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Hey Dragoon45.

You need to check out my bridge at Remagen mini-campaign--in particular scenario #2 where I have the US troops capture the bridge.

I struggled with the same issues as you have. I originally wanted to blow the bridge after a certain amount of time. As DannyBoy pointed out, in the Norway December 1949 OOB there are multiple things to try. Most promising is the BridgeDC Sec. and ?Target which are specifically for blowing things up (in particular, bridges) after a certain amount of time has passed. You can find out more about these special features in the pdf that comes in the game SPWaW-Special Scenario Designer Units in Norway OOB 86.pdf. It's in your SPWAW directory. However, due to an OOB problem, it doesn't show up when you look for it in the editor in the game. You have to create a unit and then change it.

FlashfyreSP and I had a long Q&A on the usage of the BridgeDC unit over at the SPWAW.COM forums. The link is here:
http://www.spwaw.com/phpBB2/viewtopic.php?t=3832&highlight=bridgedc

Ultimately, I decided against blowing the bridge--the bridgeDC unit was just too fragile once the Americans were on the bridge and so I decided to implement a time limit instead. You either get across the bridge, or you don't. Originally, I planned that if you didn't get across the bridge fast enough, it would blow up on you, but since I was doing a mini-campaign which assumes you capture the bridge in scenario #2 and then defend the bridgehead in #3, it didn't make sense to blow it up.

As far as victory hexes, I used all 20 in all three of my scenarios, but had a concentration (4 or 5) together worth 250 to signify the most important objectives. When you have a clump of victory hexes worth 800-1000 points, it will determine whether your win is a decisive or simply a draw. Hope this helps.

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RE: Trois Pointes Scenario help - 1/25/2005 5:51:54 PM   
Danny Boy


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there you go Dragoon...I knew someone would know!

Thanks Tyrone. I checked out that link to Flashfyre's instructions...and copied it. Very good indeed. Even more to learn how to play with

Cheers!

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RE: Trois Pointes Scenario help - 1/25/2005 10:13:06 PM   
IBTyrone


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From: Kentucky, USA
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quote:

ORIGINAL: Danny Boy

there you go Dragoon...I knew someone would know!

Thanks Tyrone. I checked out that link to Flashfyre's instructions...and copied it. Very good indeed. Even more to learn how to play with

Cheers!


No problem, DannyBoy. You got Dragoon on the right track.

Flash is one of the best sources of information out there. He helped me so much answering questions for my mini-campaign I had to mention him in the credits. The dude is a genius in my book. It's good to have a few of them around to bug once in a while.

(in reply to Danny Boy)
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RE: Trois Pointes Scenario help - 1/26/2005 9:09:23 AM   
Dragoon 45


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I think I will try a variation on your suggestions. The mechanics of blowing the bridges were not the issue. Reading through all your comments caused a light to go on. I think I will try this method. A victory hex on the far side of each bridge worth 250 points with a victory hex on the near side of each bridge worth lets say 230 points. Hopefully this would encourage the American player to delay blowing the bridges as long as possible due to gaining only 60 victory points if the bridges are blown for the three bridges. Which ever side has control of both ends of each bridge will have a clear cut decisive victory this way I hope. The American player forced to blow the bridges will result in either a draw or marginal victory for one side or the other. Now to see if this works. Thanks all for your suggestions.

_____________________________

Artillery always has the Right of Way

(in reply to Dragoon 45)
Post #: 9
RE: Trois Pointes Scenario help - 1/26/2005 4:09:56 PM   
IBTyrone


Posts: 432
Joined: 7/29/2003
From: Kentucky, USA
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quote:

ORIGINAL: Dragoon 45

I think I will try a variation on your suggestions. The mechanics of blowing the bridges were not the issue. Reading through all your comments caused a light to go on. I think I will try this method. A victory hex on the far side of each bridge worth 250 points with a victory hex on the near side of each bridge worth lets say 230 points. Hopefully this would encourage the American player to delay blowing the bridges as long as possible due to gaining only 60 victory points if the bridges are blown for the three bridges. Which ever side has control of both ends of each bridge will have a clear cut decisive victory this way I hope. The American player forced to blow the bridges will result in either a draw or marginal victory for one side or the other. Now to see if this works. Thanks all for your suggestions.


I look forward to seeing your scenario Dragoon. Sounds like it will be tough for the Americans if they are *forced* to blow the bridges. And I think your method of handling victory hexes is the simplest solution. However, I would make sure in the scenXXX.txt file that you explain how engineers can attack a hex in order to blow a bridge. I've never done it before so I would be at a loss unless you mentioned it explicitly. You probably were already going to do that, but I thought I would suggest it just in case.

(in reply to Dragoon 45)
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