Try out this new scenario, if you can!

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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Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Try out this new scenario, if you can!

Post by Don »

Just posted a new scenario to the Depot - it's called "Roadblock at Elst" and takes place during Market-Garden. It is small, and very, very fast. You will have to move extremely fast (like the men then did) to reach Arnhem. Image

It seems there are major problems getting scenarios at the Depot, but keep trying! It's worth it! Image

This game is dedicated to all the great guys at Matrix, and to my fellow gamers here on the forum, who have made playing SPWAW a great experience. Look around at the unit leaders, you'll see some familiar names! Image

Don
Don "Sapper" Llewellyn
Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Post by Don »

Access to the Scenario Depot is fast and easy again - thanks to David and The Gang for great work! Image

I've had some great tips pointed out to me to make my just-posted scenario even better, so I will be making some small changes and posting an updated version. Image

For now, just keep downloading and playing it (a bunch of you already have Image), as it is alot of fun. Image

Don
Don "Sapper" Llewellyn
von Bult
Posts: 22
Joined: Thu Sep 14, 2000 8:00 am
Location: Millington, TN, USA

Post by von Bult »

Don,

Maybe you didn't see my reply to your post...

I opened your scenario .dat file with WAW Ed and noticed that even though the tanks have been immobilized, they have no damage.

I believe that if the tanks were a little damaged, the crews could not fix them so quickly.

Its a great scenario, I like battles with unique challenges and terrain. Looking forward to v1.1

-von Bult
wbult@netscape.net


Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Post by Don »

Thanks, von Bult!
I have had some great suggestions on that scenario and have version 1.1 about ready to upload. This is what I did:

1)Took away the radio from the A0 unit - I missed this before, so players can actually call in the planes! Don't want that!

2) Made the tanks mobile again with a speed of 1. I also took the trenches on either side of the road and made them boulders (looks great). I also took away the bridges, so now the tanks can move but not far and not off the road - which was the whole point.

3) Adjusted the values of some of the V-hexes up, as I'd like to see more decisive victories (don't know of one). One problem is the Germans getting so many victory points because of the exit hexes. I have thought of removing them, but will leave them for now.

I think these changes will make it better without affecting the game play, and I'll try to get it uploaded tonight. I have a big problem zipping things, as the only thing I'd ever zipped was emails. I finally got it by accident the other night, and will have to wrestle with it again tonight! Image

Thanks for helping,

Don
Don "Sapper" Llewellyn
MikeToth
Posts: 79
Joined: Fri Sep 15, 2000 8:00 am
Location: Cleveland Ohio USA

Post by MikeToth »

Hi DOn,

First off, thanks for sending those CD's
my way....... looks like a cool game, I will
download your latest and greatest of this
scenario.... looks pretty cool


Mike
Northfield (Cleveland) Ohio

Go Brownies!!!!!

Paul Saunders
Posts: 21
Joined: Thu Sep 21, 2000 8:00 am
Location: Wales, UK
Contact:

Post by Paul Saunders »

Originally posted by Don:
1)Took away the radio from the A0 unit - I missed this before, so players can actually call in the planes! Don't want that!
I'm not sure I follow what you're saying here, but taking the radio away from the A0 unit is a very bad thing. It's not just used for calling in planes, it's vital to the whole command infrastructure.

Radios are used to communicate between all the units on the board for purposes of command control and rallying. Even if you don't use CC many people do and removing the A0's radio would probably screw up the game for them.

Even without CC, the A0 is extremely useful for rallying the troops. Taking away the A0's radio is like removing the A0 from the battle, a very bad thing.

Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Post by Don »

I always recommend that C&C be turned off with my scenarios. I don't use it, don't like it, and it just doesn't work with most scenarios. It is vital that no one be able to call in the planes, but there is also more than one way to do that. I don't think taking the radio away from the A0 unit is that bad of a thing here, having played it many times. I always keep the A0 unit close to one set of troops, and the other set have lighter fighting and don't seem to suffer from lack of supervision.

Try out the scenario, Paul, and see what you think! Image

Don
Don "Sapper" Llewellyn
Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Post by Don »

Version 1.1 of "Roadblock at Elst" has been posted to the Depot. Changes include:

1) The immobilized tanks - these "spring to life" really irritated me so I mobilized them, limited thier speed to 1.

2) The road - replaced the trenches along the road with boulders - looks great andkeeps the tanks on the road. Also removed the wooden bridges thaat were on the east side of the map.

3) Victory Hexes - increased the value of some of these as I would like to see bigger victories. I do not even know of a decisive victory, hopefully that will change.

Try it - you'll like it! Image

Don
Don "Sapper" Llewellyn
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