Cataclysm Campaign for Enhanced DV/DVRN

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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vahauser
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Cataclysm Campaign for Enhanced DV/DVRN

Post by vahauser »

CATACLYSM—A Generated Campaign for challenging play.

Cataclysm is a Generated Campaign based on the feedback provided in the ‘Survey Regarding Campaign Forces’ thread. The comments I read most often were that single-player campaigns were generally not very challenging after 10-20 battles. Cataclysm is intended to keep the campaign challenging right up to the very end of the campaign.

Objective 1: Limit experience gains between battles.
This is accomplished in two ways.
Way #1. The number of the battles in the campaign is reduced to approximately 4 per year. This means that the total maximum possible experience gain is reduced. It also means that core units will become obsolete more often, which will then require upgrades which further reduce experience.
Way #2. The core is initially composed of many units in need of upgrading. It defeats the purpose of this campaign if many/most units in the core never need to be upgraded. Thus, having many initial core units in need of upgrading means that immediate pressure is put on the player to start the upgrade process immediately, thereby lowering unit experience.

Objective 2: Limit build points between battles.
This is accomplished in three ways.
Way #1. By selecting settings that give every possible advantage to the computer, which should increase losses against the human player, thereby requiring more build points to repair units between battles.
Way #2. Units going obsolete faster means that more upgrades will be needed, thereby requiring the player to spend build points that he might otherwise have accumulated.
Way #3. By reducing the total number of battles in the campaign, the total number of build points is also reduced.

Campaign Outline
Cataclysm is a 22-battle alternate-history campaign that starts in September 1939 and ends in April 1945 (roughly 4 battles per year). It is a generated campaign in which the core has already been purchased and turn 1 of the campaign is ready to start. I have the save game available (it is in save slot 7), and I can email it to anybody who is interested in giving it a try. If somebody can host it for download, that would be excellent. It is not a big file.
Cataclysm’s alternate history conjectures that the peace treaty between Germany and the USSR breaks down soon after the fall of Poland in 1939. Thus, Cataclysm is primarily intended to be a Germany vs. USSR campaign (however, see below).

Cataclysm uses either the Enhanced DV or the Enhanced DVRN Mod (both will work equally well).

Initial Core
The initial core is composed of 2,728 points and has 98 units in 27 formations (all deliberately chosen with Objectives 1 and 2 above in mind).
Kampfgruppe Kruger Core:
1x A0 (named KG Kruger HQ, with colonel Kruger commanding)
12x Pz-IIIE
12x Pz-IVC
4x Lt. Recon platoons
3x Cavalry platoons
4x SS Heavy Weapons platoons
4x Ammo Carriers
1x Spw 251/1 halftrack (A0 command vehicle)

“Country Training” is ON which means that units were purchased at a base of exp55 mor70 ldr70.

The first battle is a dawn (0600) Advance Mission with 954 support points.
The support units purchased for this battle are:
1x forward observer
3x off-map 105mm howitzer batteries
4x motorized infantry platoons
1x panzergrenadier platoon
9x recon gruppes
9x scout truppes
9x Stoewer 40 utility vehicles

Cataclysm Settings
Cataclysm is intended to be played using the settings shown in the screenshot at the bottom of this post. These settings have been inspired by the FlashFyre campaign format, and any settings that are different from the FF format have been discussed at length (explaining why they are different) in previous threads.

Campaign Limits and Restrictions
1. No air units, air drops, or air strikes allowed by the human player.
2. No infiltration special operations allowed by the human player.
3. No reinforcements may be requested by the human player during play.
4. Only mortars (core + support) may be used on map by the human player.
5. A maximum of 8 mortar units of any kind in the human player’s core.
6. Off map support artillery may be of any type for the human player.
7. No mines, dragon’s teeth, or barbed wire allowed by the human player.
8. The human player must retreat off map asap after turn 20 during a Delay Mission.
9. All battles must use the Hard(x2) setting (the first battle is already set for this).
10. AFVs can only upgrade/change into other AFVs (self-propelled AA and self-propelled AT are considered AFVs in this case, but self-propelled mortars are not considered AFVs).
11. Motorcycle and Cavalry can only upgrade/change into ‘infantry’ type units.
12. Units in heavy-weapons platoons can upgrade/change into ‘infantry’, ‘artillery’, or ‘miscellaneous’ type units.
13. The A0 and the halftrack can upgrade/change into anything (this allows for a tiny bit of “fudge factor”).

Campaign Suggestions and Recommendations
The following is a list of suggestions.
1. Re-load all obviously non-challenging battles. For instance, if the campaign generates a river-defense battle, then that should be re-loaded because river defense is too easy.
2. Any battle that looks like an easy victory should be re-loaded.
3. While Cataclysm is intended vs. USSR, it is possible to exercise some creativity. For instance, a summer 1940 battle vs. France is not unreasonable. Or, a spring 1941 battle in North Africa is not unreasonable (remember to pick Desert Terrain in this case). And any battle from the summer of 1944 to the end of the campaign against the USA or UK is not unreasonable. Indeed, since a generated campaign allows up to 3 different opponents for any given battle, some creative flexibility is possible. If the player can come up with a good historically reasonable story line, then almost anything is possible (for instance, choosing Mountain or Forest Terrain in the first battle of 1940 against France/UK/Norway to simulate Weserubung).
4. When upgrading/changing unit types, only perform the upgrade/change when all units in the formation can upgrade/change at the same time. For example, accumulate build points until all Pz-IVCs in a formation can upgrade to, say, Tiger Is. Common sense is needed here (for instance, when changing/upgrading units in the heavy-weapons platoons).
5. When upgrading formations, only allow a single unit type in that formation (i.e., no mixed formations). Exceptions: The heavy-weapons and light recon platoons are already mixed. In this case some historically reasonable mixture is okay.
6. Several “extra” formations have been provided (the support panzer sections, the individual ammo carriers and the halftrack). This allows the player some flexibility to reorganize his core by creative re-assignment of units between formations (I plan to use mine to re-organize my heavy-weapons and light recon platoons).

The player can probably add to this list. Use common sense.

Additional Comment
I’m starting to come to the conclusion that simply defeating the computer is not enough. Having defeated the computer thousands of times over the years, today I find myself becoming more interested in developing a good campaign story instead of merely beating the computer one more time. Don’t misunderstand me. I’d still rather beat the computer than lose to it, but I’m reaching a point where producing an interesting tale to read about (win, lose, or draw) is more fun than just beating the computer yet again. I’ll be creating a Cataclysm campaign AAR thread soon with that in mind. I hope others will join in.




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DROregon
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by DROregon »

How about C&C off?
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Riun T
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by Riun T »

Oh come on DR,u aren't scared of posting defeats as well are ya,, this campaign should be the nightmare that VH is intending it to be,, and ya might even have to think with C&C on because nobody in your force will retreat without orders either!!
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vahauser
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by vahauser »

DROregon,

Would you like me to email you the campaign startup file?  It uses save game slot 007 and is about 250k (small).  If you have never played with C&C ON, then this campaign might be too difficult for you with it ON.  In that case, playing with C&C OFF might be okay.  This is intended to be a challenging campaign, and is recommended for veteran players.  Do you have Enhanced DV installed?

I plan to start this campaign within the next few days and I will be posting a DAR.  I kind of want to wait a few days before starting in order to give anybody who is interested a chance for me to email them the start file.  If I start my campaign DAR too soon, then that might give away the first battle and I don't want to spoil anybody's fun.

PM me if you want me to email you the campaign start file.
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KG Erwin
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by KG Erwin »

The upgrade rules and so forth seem to be OK, but why did you choose a completely-mechanized core? What's conspicuously missing is the heart of the German forces in 1939: the foot-sloggers.

Why all Pz IIIs and IVs? In 1939, the most numerous tanks were the Pz Is and IIs.

Wouldn't an additional challenge be presented by requiring that all infantry transport be bought only with support points?

Is this force based on any historical model? I don't even see any engineers/pioneers, which were commonly-found in most ad-hoc kampfgruppen.

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FlashfyreSP
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by FlashfyreSP »

ORIGINAL: KG Erwin

The upgrade rules and so forth seem to be OK, but why did you choose a completely-mechanized core? What's conspicuously missing is the heart of the German forces in 1939: the foot-sloggers.

Why all Pz IIIs and IVs? In 1939, the most numerous tanks were the Pz Is and IIs.

Wouldn't an additional challenge be presented by requiring that all infantry transport be bought only with support points?

Is this force based on any historical model? I don't even see any engineers/pioneers, which were commonly-found in most ad-hoc kampfgruppen.


To further Erwin's question about the PzIIIs and PzIVs, why not use the Pz35(t)s or Pz38(t)s?

In 1939, there were a grand total of 157 PzIIIs in existance, all with the 3,7cm KwK gun. Only 96 of these were "ausf E" models, as the chassis numbers reveal: 60401-60496. The rest were "ausf F" models.
By September of 1939, there were a grand total of 134 PzIV Cs in the field.

However, there were some 219 Pz35(t)s confiscated from the Czech Army in March 1939, and at least half of these went to the 1st Light Division, who used them in Poland. There were also 150 Pz38(t)s produced for the German Army from May to November of 1939, and 59 of these served with the 67th Panzerabteilung of the 3rd Light Division in Poland.

It would seem to me that, to make this thing more of a challenge, you should require the player to use the more inferior Czech tanks, thereby forcing them to upgrade to the PzIIIs ASAP, and that would use up their "upgrade" points quicker.
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by Goblin »

I always liked the 35's and 38's better. They have somewhat inferior armor and one less MG, but are a size category smaller (making them harder to hit), and the gun is actually slightly better. I almost never buy the PzIIIE because of this, but do like the tank, its cool looking. [:)]
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vahauser
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by vahauser »

Erwin,

All good questions. And they are all questions that I considered carefully as I was constructing the core of KG Kruger. I will address your questions one by one.

“The upgrade rules and so forth seem to be OK, but why did you choose a completely-mechanized core? What's conspicuously missing is the heart of the German forces in 1939: the foot-sloggers.”


This is deliberate. The two primary objectives of the Cataclysm Campaign concept are to limit experience gains in the core and to limit build points. By deliberately providing the player with cavalry and motorcycle units, the Cataclysm Campaign basically requires him to have to upgrade into “infantry”. This way, experience and build points are reduced thereby accomplishing objectives of the Cataclysm Campaign (i.e., stress and challenge the player into making difficult choices).

“Why all Pz IIIs and IVs? In 1939, the most numerous tanks were the Pz Is and IIs.”

This is a deliberate choice. The problem I faced in designing the core was to stress and challenge the player, but not make his task impossible. If I gave the player Pz Is and Pz IIs, the core would be too obsolete too quickly. The player is already going to have to make many upgrades/changes from the very start, and even Pz IIIEs and Pz IVCs will become obsolete within a few battles. And since every unit upgrade/change costs the unit 6 experience points (on average), and since the core experience is only 55 to start with, I felt it necessary to give the player a little bit of a break.


“Wouldn't an additional challenge be presented by requiring that all infantry transport be bought only with support points?”

You are exactly correct. I have already considered this and built it into the Cataclysm Campaign. If you will notice there is no organic transport in the core except for Colonel Kruger’s command halftrack. All transport for the core must either be bought using support points or by upgrading/changing existing core units. So, yes, this has already been taken into account in the Cataclysm Campaign.

“Is this force based on any historical model? I don't even see any engineers/pioneers, which were commonly-found in most ad-hoc kampfgruppen.”

The start of WW2 was a period of great upheaval and change and experimentation. As far as I can tell, none of the original 6 panzer divisions had the same TOEs. And the 4 light panzer divisions were quickly seen to be organizational failures and re-organized into panzer divisions soon after the fall of Poland. At the scale we are talking about here in the Cataclysm Campaign (roughly a reinforced battalion), the player can envision KG Kruger to be the brainchild of Colonel Kruger and to be an experimental formation (of which there were many at this period of WW2). It is easy to build a story around Colonel Kruger. Let’s say he was a staff officer of General Guderian’s who had some experimental ideas regarding small, mechanized combat groups. And let’s say General Guderian gave him the green light to put together such a combat group and test it in Poland. There is nothing historically implausible about this at all. Indeed, my reading of history says that this sort of thing was occurring with great regularity in the late summer and autumn of 1939.

Notice also what else is missing from the core. . . There are no AA assets at all. This is deliberate. The player will be required to make difficult choices regarding AA units and engineers and a variety of other units that were deliberately left out of the core. In a way, this can represent that Colonel Kruger’s original concept is flawed and the player is challenged to correct it and improve it.

Here is another question that could have been asked:
Why the SS Weapons platoons?
The answer is because the 81mm mortars are going to be very difficult to get kills for, and this means that they might not gain very much experience at all over the course of a 22-battle campaign, especially if the player wants to upgrade them. If I had started them with a base exp of 55 (non-SS), then they would be pretty useless for much of the campaign. By starting them at a base of 65, then the player will at least be able to get some use out of them.

I did indeed very carefully consider each and every unit in the core and they were chosen only after much deliberation.

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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by vahauser »

FlashFyre and Goblin,

I have been developing this campaign for a long while. In my original version of the core (2750 points) the player was given a Pz-IIC company and a Pz-38(t) company. But my original core design was based on Alby's Enhanced PBEM Mod in which the 1939 panzers were elite.

When Enhanced DVRN was released, that changed everything. I had to go back to the drawing board. To be honest, I liked that Enhanced PBEM core better. But for basically the same number of points spent on those companys of elite Pz IIs and Pz 38s, I was able to purchase the current average Pz IIIs and Pz IVs. So at least the point totals are almost identical (2728 today and 2750 prior to Enhanced DVRN).
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KG Erwin
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by KG Erwin »

Ok, you seem to have given this some thought, and have at least considered the "historical", as opposed to "HISTORICAL", point of view.

I sometimes come off as "preachy", so I apologize for that. I've spent many hours tweaking the OOB database just so I can design my "idealized" 1939 Kampfgruppe Erwin, which is based on a real-life, if temporary ad-hoc formation (Pz Division Kempf), a one-off organization that combined Heer and SS units. Mind you, this is strictly for the standard long-campaign.

To be honest, if Guderian had had his way, there would've been organizations somewhat similar to KG Kruger ( maybe without the cavalry, though). Deep recon elements combined with an all-arms mix of tanks, infantry, AA, AT and engineers. A mini-division.

So, I've already projected my prejudices upon a design that you basically did for yourself.
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vahauser
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by vahauser »

I will be starting this campaign on Thursday and will be posting DARs every 5 turns (like I did with the Group Andrews DARs).
 
If you are thinking about trying this campaign, then you might not want to read those DARs.
 
--V
Riun T
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by Riun T »

soulds juicey,, I'll be taking a look!
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DROregon
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by DROregon »

Sorry for the late reply. (I was out of town)

Yes, I'd like to try the Campaign. (PM sent in reply)

I'll use it with C&C off. I'll try to learn C&C another time....
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by vahauser »

DROregon,
 
I will send you the Turn 1 Start File file tomorrow morning when I wake up (save slot 7).  Would you be willing to post DARs of your battles?  I am very interested in your feedback.  I don't have a clue how difficult this campaign is.  I'm concerned that I made it too difficult.  I'll be posting DARs too. 
 
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RE: Cataclysm Campaign for Enhanced DV/DVRN

Post by DROregon »

Thanks. Yes, I will post DARs.

I want to finnish my current Long Campaign using FV.1 first. Then I'll "upgrade" to DV and play.
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