Snow Covered Roads - Map

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Redleg
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Joined: Tue May 23, 2000 8:00 am

Snow Covered Roads - Map

Post by Redleg »

Speaking of maps. Here is one that features roads that are covered with snow.

I do not oten build large maps - this is 100x240. It might be ok for a large pbem battle.

This map will be the home of the following battle:

ZHALAN'YE AIRBORNE OPERATION*
_____Assault/Defend*
___Soviet versus Germany*
___0700 18 January 1942*
_____50 Turns Maximum*
______For Version 7.1*
_Scenario Design: Redleg*
*

A large, 50 turn battle designed to play as an "Operation". That is, larger than a scenario and smaller than a campaign. It should be played with C/C turned off and all other options and settings turned on. Due to the length of the operation, it may be
desirable to set "Limited Ammo Off" so as to avoid the need to ration ammo supply. Especially for the AI, which has a lot of trouble with shot selection.

This operation is also intended for 2-player mode; either pbem or hotseat.

It is not well-suited for on-line play due to the size and number of turns.
**

The operation is designed to play from either side.
**
The situation:
**

Beginning at 0330 hours, 18 January, the Soviet 201st airborne brigade began their jump behind enemy lines in support of a wider Soviet offensive. The landscape was covered with knee-deep snow and it was windy. Soviet paratroops were scattered over a large area. The drops would continue for the next few days.
**

German rear-area forces were also somewhat scattered and road-bound due to the snow-covered terrain. As soon as possible some reinforcements were dispatched to the area. Some of the
towns were garrisoned by the Germans; some were not.
**

The German force:
**

The "core force" consists of several garrisons in and around the towns, villages and the rail and road junctions. The "auxillary force" consists of reinforcements of light armor, grenadiers, and a few tanks which will arrive at various points during the first few turns. In addition, the German side, when played by the human, has access to 500 points of reinforcements which may be purchased at any point in the "operation". These reinforcements,
if used, will arrive at reinforcement hex 1. The German mission is to decide which of the villages can be held and defend them while awaiting reinforcement. When Soviet intentions become more clear and sufficient strength is gained, the mission will change to the destruction of the Soviet force in detail.
**

The Soviet force:
**

The Soviet "core force" consists of paratroops that landed earlier and partisans. The "auxillary force" is further airborne drops that will arrive in the first part of the operation. No further reinforcements are available. The Soviets are widely scattered and will seeking various objectives. Their mission is to sieze the airfield for future landings of both supplies and troops. In addition, they are to sever the rails and roadways and
capture some of the villages.
**

Design notes:
**

The victory hexes are valued at 10 points per turn (maximum of 500 points each). The hexes begin under German control. The invaders will attempt to capture enough of them to deprive
the German side of victory. Soviet forces are well-trained and experienced elite paratroops. The partisans are of average quality; leadership being provided by Red Army Officers. German forces are of "average" quality.
**

The ammo load for both sides has been increased due to the length of the campaign and the need for some units to be involved in more than one battle. German units are valued at
1.5 in order to reflect the need to conserve German units for future operations.
**

The battlemap is a somewhat distorted in order to accommodate retreat hexes and other problems associated with units that are surrounded.
**

Portions of this Soviet airborne operation were successful; a base of operations behind German lines was established and the German rear area was disrupted. This assisted the advance of the Soviet 1st Guards Cavalry Corps.
**

After the battle:*
The Soviet airborne operation lasted too long, had too many objectives and missions and suffered from poor weather conditions and severe shortages of weapons and supplies since
the airfield was not captured. As with most Soviet airborne opeations, there was a lot of micro-management of Soviet units by higher headquarters.

As you might guess, the testing of this is an absolute bearcat! But I am plugging away on it and hopefully, it will be finished one of these days.
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Redleg
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Post by Redleg »

Work on this scenario continues. In the middle of a beta test right now playing the German. Let me say that it is not easy! The AI is playing pretty well and I am struggling.

I found a couple of errors I had made earlier and fixed them (that's what testing is all about). 24 turns to go.

This scenario is one that appears will take about 5 or 6 hours to play so it is not for everyone. But it is fun. Even though I have tinkered with it for a week, I haven't grown tired of it. That says a lot.

When I defeat the Soviet paratroops, I'll crank it up and see if I can defeat the AI from the other side. I think I can judging from how tough the AI is playing the Soviet side.

I just thought someone might be interested in the gyrations one must go through to produce a scenario.

BTW, anyone who would like to try this from the Soviet side (this will be the easiest side to play), send me a message with your email address and I'll send it if you will agree to play with the recommended settings. Fair enough?
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Redleg
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Post by Redleg »

The work goes on.
I played the German side and the final outcome was
9300 to 6600

The Soviets fought hard until the very last. Now I must wait for results from others and do a bit of tweaking.

Then I will play it again, this time from the Soviet side. Barring any weirdness that develops, it should be finished.

So far, I have put in about 90 hours on this scenario. I wonder if it will be worth it.
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RockinHarry
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Post by RockinHarry »

Just downloaded your map Redleg. I like the "operation" idea much!:) I also had something like this in mind designing for SPWAW after I knew about Combat Mission operation games, which are in fact mini-campaigns spanning between 1-2+ days only. I think this could be the future for SPWAW campaigns too! :cool:

________
Harry
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Redleg
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Post by Redleg »

Hello, Harry.

I also think there may be something in the idea of "Operations".

As I consider this, I will attempt to keep an open mind and see if I can see further possibilities.

I just finished testing from the Soviet side. I was able to get a marginal victory. It was a bit easier than from the German side of things. Since I like to struggle for existance in scenarios, I preferred playing the German side.

Now I am trying to think of ways to make the battle a bit more more flexible so it can be won from either side without using the whiz wheels to do it.

It also seems that the potential for the battle ending early may be a good thing in this so if someone really beats up on one side or the other, it will end. This opens the door to a big of gaminess but it didn't bother me when the battle ended at turn 43.

The next operation will be smaller - it took a *lot* of time to build and test this one.
3/2 ACR
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Location: Sunny Southern California

Post by 3/2 ACR »

Morning Redleg
I too like the map, a few thoughts you might be interested in.

these large maps are great for battles or small campaigns, and as you know sometimes you lose track of your forces when they are spread out fighting little battles- well I am playing around with a few fellow gammers and we are testing a 100x240 map
the concept is I large map can be fought over a piece at a time. what I am doing is going into the editor after (you have finished the large map 100x240) save it, then set the settings to a small map then reload your large map with the small map settings. then save the map. so now you fight a battle on the very northern side of the large map you created, but only the very north half iis exposed. next battle you gointo the editor and change the settings to a med map and then load the last battle map you fought on and a little bit more of the 100x240 map you intially created is exposed. make sure to save it

bottom line is you can use the very large map over and over and it never really be the same. what else I do is the battle points are ever increasing proportionately to the size of the map.
so by the time you have the full map exposed you are up to the max points

What I have problems with is no matter what I do I cant get the reinforcement hexes to move I may move them in the editor and then save it the next time I gointo the map they are back to the original position

any thoughts
Rick
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Redleg
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Post by Redleg »

ACR:
Now if we could get a utility to rotate a section of map! How often I have wished for that!

Every time I load a new map taken from a larger one, I know I will have to relocate the Reinforce Hexes. Also if I swap maps in an existing scenario.

Thanks
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RockinHarry
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Post by RockinHarry »

Originally posted by Redleg
ACR:
Now if we could get a utility to rotate a section of map! How often I have wished for that!

Every time I load a new map taken from a larger one, I know I will have to relocate the Reinforce Hexes. Also if I swap maps in an existing scenario.

Thanks
Long time ago I asked ECTIZEN whether it´s possible do make a untility that enables us to rotate maps (..or part of it) and he replied that just thinking about it makes him big headaches! :eek: Well..with my knowledge on the SPWAW map data I did understand what he meant! No way! Rotating map stuff would at least require to make new shape file sets and that´s just one part of the issue! Best to forget.;)

Thus I started this "Map orientation" poll some time ago to see whether people have special preferences. Best to take rotation into consideration, before a map is to be designed. I stick to it.
Hopefully Combat Leader has this possibility!:)

__________
Harry
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