A few things (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> John Tiller's Campaign Series >> John Tiller’s Campaign Series Support



Message


what if -> A few things (6/15/2007 3:02:09 PM)

These issues may have been covered already and if so please forgive me.

1 My biggest bugbear about the "campaign game" is that after slogging out a hard won victory, reinforcements in the next game are few and far between, yet the enemy rebounds back with all units at full strength - this is totally unrealistic!
2 I've created several scenarios around the setting of a beach landing, but you always have to wait until the beginning of turn 2 for the artillery barrage. Is there any way in setting up scenarios so that they immediately commence with an artillery barrage?
3 Why is there friendly fire in some scenarios, particularly landing craft firing on each other. This seems to happen at the beginning of a turn. Although no damage seems to be inflicted - its just not right.
4 The number of aircraft recalled is extremely high, even in good weather, with a stationery, spotted target. Why is this the case?




Jason Petho -> RE: A few things (6/15/2007 4:59:24 PM)


quote:

ORIGINAL: what if

These issues may have been covered already and if so please forgive me.

1 My biggest bugbear about the "campaign game" is that after slogging out a hard won victory, reinforcements in the next game are few and far between, yet the enemy rebounds back with all units at full strength - this is totally unrealistic!


This is a good reason to play the Linked Campaigns, as any competent designer would reduce the strength of the opposing forces, assuming you are still fighting against the same division, corps, etc

quote:

ORIGINAL: what if
2 I've created several scenarios around the setting of a beach landing, but you always have to wait until the beginning of turn 2 for the artillery barrage. Is there any way in setting up scenarios so that they immediately commence with an artillery barrage?


I haven't seen it done, but doesn't mean it can't be done with some scenario editing.

quote:

ORIGINAL: what if
3 Why is there friendly fire in some scenarios, particularly landing craft firing on each other. This seems to happen at the beginning of a turn. Although no damage seems to be inflicted - its just not right.


I have never seen that, although I have seen the landing craft firing at airstrikes, that would appear to look like they are firing at each other.

quote:

ORIGINAL: what if
4 The number of aircraft recalled is extremely high, even in good weather, with a stationery, spotted target. Why is this the case?


I have never had an aircraft recalled without a reason. Will have to look into this more to see.

Jason Petho




what if -> RE: A few things (6/15/2007 8:09:36 PM)

Thanks for a quick response
1 I thought I was playing a linked campaign game - The Big Red One (historical). I am playing as the Americans and when I start the next game the strength of my units is carried forward from the previous game (as you would expect) but the German units are all at full strength regardless of the damage I have inflicted upon them in the previous battle. I appreciate that I may be up against some new units but surely the majority of the units should have the concluding strength from the last battle plus any reasonable reinforcements. Is the game suppose to be played this way?
2 I have looked at the scenario editor again and I cannot see any option to set an artillery barrage at the start of a game, I am missing something? - please be polite.




Jason Petho -> RE: A few things (6/15/2007 10:02:16 PM)


quote:

ORIGINAL: what if

Thanks for a quick response
1 I thought I was playing a linked campaign game - The Big Red One (historical). I am playing as the Americans and when I start the next game the strength of my units is carried forward from the previous game (as you would expect) but the German units are all at full strength regardless of the damage I have inflicted upon them in the previous battle. I appreciate that I may be up against some new units but surely the majority of the units should have the concluding strength from the last battle plus any reasonable reinforcements. Is the game suppose to be played this way?


I am not sure what the intention of the campaign designer was, it is an old LCG, although a good one! Without looking at the campaign structure and what they designed, it is hard to say.

quote:

ORIGINAL: what if
2 I have looked at the scenario editor again and I cannot see any option to set an artillery barrage at the start of a game, I am missing something? - please be polite.



Pardon me, wasn't my intention of being impolite. It is not an option in the scenario editor. It would have to be manually edited in the "scn" file in a text editor. I know someone has had smoke plotted at the start of scenario editing the "scn" file, so I would imagine you could do the same thing with artillery. As noted, I don't believe I have come across this before.

Jason Petho




what if -> RE: A few things (6/16/2007 12:14:44 AM)

Hi Jason

There was no impropriety on your part about being polite, the joke was on me. (scottish humour) 
It would be great if somehow the  campaign linked game could be changed to reflect damages and reinforcements on both sides and the editor could have additional features including artilllery barrage, but as it is, its a great game with excellent scope for variance.




Chris Wilson -> RE: A few things (6/16/2007 4:09:30 PM)


quote:

ORIGINAL: what if

These issues may have been covered already and if so please forgive me.
...

2 I've created several scenarios around the setting of a beach landing, but you always have to wait until the beginning of turn 2 for the artillery barrage. Is there any way in setting up scenarios so that they immediately commence with an artillery barrage?
...

4 The number of aircraft recalled is extremely high, even in good weather, with a stationery, spotted target. Why is this the case?


Number 2 is easy, when you design your scenario, add an additional turn to make up for a lost first turn. Now what you do with the first turn is use the scenario editor to delete the APs from all your units except those indirect fire units you feel should be already engaged at scenario start.

What this means in practice is that for the first turn the player(s) cannot move any of their units or engage in direct fire and are limited to setting indirect fire only. Thus the game doesn't really get going until the second turn hence my "lost turn" comment.

As less obvious way of doing it is what some of us did when we designed the original landing scenarios most of us added a turn at the beginning of the game where the landing craft were out of view (note viewing range) of the defenders. An astute player leaves his landing craft where they are for the first turn and sets indirect fire. The second player (if a two player game) can use this move to reposition troops to where he wants them rather than where the scenario designer thinks they were (if historical) or where he thinks they should go.

re point 4 ... the most common cause is loosing a LOS on the target.

HTH




Marineatsea -> RE: A few things (6/17/2007 9:10:59 AM)

I have the old Hot war mod version of the Game. Is there any way I can use Marines in the Western Front Game? I have a bunch of what if Scenarioes using Marine units in my Hot War mod Is not are there any plans to give people the ability to do that in the future? Also I dont see any US orgs that run past 45?




TAIL GUNNER -> RE: A few things (6/17/2007 4:28:19 PM)

The Big Red One is a Dynamic Campaign Game...

The Big Red One in Sicily is a Linked Campaign Game...




1925frank -> RE: A few things (6/23/2007 7:21:58 AM)

I've noticed some players play with the labels on.  The manual shows you can bring up the labels by pressing the shift key.  When I do that, that brings up the labels only temporarily.  If I pushed the shift key long enough, I got a prompt about filters, and I ended up dumping everything into the recycle bin.  I have no idea what I did.  You can imagine the chuckles.  How are you keeping the labels on during gameplay?  How are you turning them off?




Eagle Strike -> RE: A few things (6/23/2007 12:31:58 PM)

Try pressing and holding down the Shift key and then at the same time press the Alt key. To take the Labels off again press the Shift key.




1925frank -> RE: A few things (6/26/2007 9:15:03 PM)

Thank you for your reply.  I will try that tonight.  I've been reluctant to play with the label shift key since my last disaster.  Like a cat that has sat on a hot stove, not only will I not sit on a hot stove, but I've been reluctant to sit on a cold one too.




1925frank -> RE: A few things (6/27/2007 5:13:42 PM)

While pressing shift and then pressing alt, the labels remain on the screen.  To remove the labels, I have to do the same sequence.  Pushing the shift key alone does not remove the labels.  I've never played with the labels on, so I'm looking forward to it.  Thank you for your help.




1925frank -> RE: A few things (7/5/2007 5:52:41 PM)

Kudos to whoever put the French Milice into the Vichy French units.  I also liked the Vichy French Flag used in the Unit Box.  Kudos too to whoever put the French Maquis into the French units (and not under the Free French units).  Ousby wrote an interesting book, "Occupation," that discussed what was essentially an extremely vicious civil war going on in France during the occupation.  The Maquis were not all that responsive to De Gaulle and the Free French.  Even after the Vichy government was eliminated, there were the French Milice who collaborated with the Germans.  That's mentioned in the unit notes.  Normally the unit notes prod me to do a little additional reading, but, in this instance, the unit notes were corroborating what I'd read elsewhere.

I noted, however, that I was not able to assign any leaders to the French Milice for June 1944, and I imagine that would be true of other months and years, but I didn't check.  I could always assign German leaders, but I'd prefer French Milice leaders.  This is minor, but if leaders could be included, that'd be great.

Also, the Vichy French and French objective icons and bases are the same.  If they are fighting each other, there is no way to distinguish them, apart from using the unit box or bringing up the display showing who controls the various objective hexes.  Would there be any way to distinguish the Vichy French objective icons and bases from the French?  The modification to the unit boxes was sweet.

I may be the only person on the planet (or at least the Matrix Universe) interested in this aspect of WWII, so I'm tremendously pleased to find these units in the game.    




junk2drive -> RE: A few things (7/21/2007 11:32:58 PM)


quote:

ORIGINAL: Eagle Strike

Try pressing and holding down the Shift key and then at the same time press the Alt key. To take the Labels off again press the Shift key.


WARNING

Holding down the shift key for 8 seconds on my XP box brings up the sticky keys info box. I ended up with labels stuck on and messed up mouse clicking. I had to restart my puter and then mess with the accessability menu to get my desktop and windows settings back to normal.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.046875