Q & A – Tidbits on Stalingrad Campaign

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BryanMelvin
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Q & A – Tidbits on Stalingrad Campaign

Post by BryanMelvin »

I am posting this thread for your Questions and comments concerning the Stalingrad campaign.

-The Revised Campaign is designed to replace the older campaign on slot 10 and it is okay to copy over old files.

-Next, as you play, you may notice that you seemed to have won a decisive victory in one of the battle scenarios but the final result is a Marginal Victory instead. Why is this? I designed the campaign as a teaching tool to hone tactical skill. Many of the scenario battles, I adjusted the unit cost of either side or just one side. If you, as playing from the German side lose just a few units of support units and/or core units and thoroughly thrash the Russian side, you may end up with a marginal victory. The reason for this is simple: During the early days of operation Blau, it was not uncommon for the German forces to lose as few as 28 men while inflicting upwards to 600 Russian casualties in a single battle but still fail to achieve a major victory. By adjusting the unit cost – you can have the same results spwaw style. Russian units cost less the German units in spwaw so be aware of this and avoid losing your troops in board game banzi charges with auxiliary units.

Campaign Points – Decisive Loss is minus 6 points, Marginal Loss is minus 3 points, a draw is worth Zero Points, Marginal Victory is worth plus 2 points, and Decisive Victory is worth plus 3 points. So you got to win to win the campaign!

Next Thread – I’ll post some hints and tips for the battles
BryanMelvin
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More Tips on new Stalingrad Campaign:

Post by BryanMelvin »

Info for you concrening the flow of battles in revised Stalingrad campaign:

Battle One - Bring home the Supplies: Ammo Trucks are worth over 200 points each. When a unit exits off the exit hexes – it triples in value. Units left on map will likewise triple the AI side’s Victory points. You must exit off the map to win this one. New.

Battle Two – 5 mile Combat Sweep: This should be a real easy battle to win. It was design to increase your core forces experience, morale, rally rates. You must avoid excessive losses. New.

Battle Three – Big Mech Battle: I suggest that you save and store the Deployment phase of this battle due to its re-playability. There are three deployment zones to choose from: north, west central, or south. You must avoid excessive unit losses to win this one decisively. You may destroy all the Russian units but end up achieving only a draw if you lose too many German units. New.

Battle Four – Breaking The 62nd Army’s Line: Big Assault battle – again avoid heavy loses. Please play this one realistically by not purchasing an overabundance of one type of unit like Artillery. Use Unit Rarity On when you buy the Support units. Should be moderately easy to win. New.

Battle Five – To those familiar with previous campaign – this is the Steppe Village fight. Included is a Mineram. Please note that this unit represents an experimental version of the 1943 MineRam that was a flop. Often experimental vehicles were given combat trials and here an early version gets a test. OOB corrections were made.

Battle Six – Don River Bend Battle: Revised scenario from older version with a few surprised added.

Battle Seven – Yes the Flak Chic Battle: Revised from older version. Use the new Support units and smoke and you should do well.

Battle Eight – North Flank Tank Battle: Revised from older version. Again – use this to build up experience for core force. Should be easy to win. Avoid Losses – period.

Battle Nine – Mav. Kurgan Hill fight revised.

Battle Ten – Revised Train Station One Battle: many new changes <Evil Grin>

Battle Eleven – Grain Silo: Revised older version

Battle Twelve – Mav Kurgan Hill 2 battle – New – I will give no hints here.

Battle Thirteen – Rattenkreig: New Battle – No hints except watch for Barges carry Russians troops ashore.

Battles 14, 15, 16, are all Factory Battles – You must control the points per turn Victory Hexes to win.

Battle 17 – New battle – Counterattack: Take a break and back on the Steppes again.

Battle 18 – Red Barricades: Revised Battle – no hints here.

Battle 19 – Romanian Retreat – Revised and updated this scenario

Battle 20 – 11-22-42 Battle – You must read the text. Lose this battle and automatically be placed back into Stalingrad pocket. Win battle and you will have a choice to remain inside the Stalingrad pocket or be apart of the relief attempt during Winter Storm. This is a New Battle that uses old map form older version.

Stalingrad Pocket Battles- there are 4 battles. Three new and one totally revised.

Winter Storm Relief Battles – There are four battles. Two have been totally updated and revised, State Farm 79 and Verkny Kumsky. The last two are New Battles – The last two are hypothetical what if battles – what if one platoon of rare Tiger Tanks reach the front from Leningrad in time for the last push to reach Stalingrad. If you lose this battle game ends win and you move to the next battle: a Break out attempt and hold open a corridor so Sixth Army units can escape the Pocket. This last battle is unique. Core units enter form the South and Sixth army units enter from the North. You must open a corridor so the Sixth army units can exit map from the south by battles end turn. Sixth army units are worth many points – spare these from combat if you can <Very Big Evil Grin>
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Rune Iversen
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Post by Rune Iversen »

This is cool. I will have to give up my life:D
Ignoring the wulfir
Fighting the EUnuchs from within
BryanMelvin
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Location: Colorado, USA

Re: More Tips on new Stalingrad Campaign:

Post by BryanMelvin »

Like with anything spwaw - there maybe bugs and things that slipped thru the cracks. If you find something needing fixing - let me know in new thread I made..

First Problem - somehow I loaded and saved older Battle Eight version in campaign instead of the final version. This totaly my fault.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Battle Eight is the North tank battle. The problem - games ends way to early if you blow up all the light Russian tanks first two turns.

A quick fix - is this - let the Russians take one of the Flags. In other words - do not open fire first turn.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Side Note - the Flak Chic Battle before this one was designed to end early if you destroy the AI's A0 unit too soon - that is if you find it! Game could end one to two turns early. It is ment to be this way.
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Fallschirmjager
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Post by Fallschirmjager »

**Spoiler**











This may not be a bug but...In mission one some partisans spawn...infiltrate what ever you want to call it right on the road...I lost 3 ammo trucks to this...annoying.


Also I remeber in the original campaign you gave spotters as AUX units in almost every battle...do you still do this or do I need to start buying them?
BryanMelvin
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Joined: Fri Jul 28, 2000 8:00 am
Location: Colorado, USA

Post by BryanMelvin »

Originally posted by Fallschirmjager
**Spoiler**











This may not be a bug but...In mission one some partisans spawn...infiltrate what ever you want to call it right on the road...I lost 3 ammo trucks to this...annoying.


Also I remeber in the original campaign you gave spotters as AUX units in almost every battle...do you still do this or do I need to start buying them?

The Partisans were to simulate ambushes - to catch the ammo trucks :eek:

As for spotters - some battles have these others do not. The original battles that had them still do. I would change a Kublewagon into an FO for safty ;)
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Grenadier
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Post by Grenadier »

I had an FO in my core force that grew so much in experience that he was able to direct my mortars with pinpoint accuracy. I was able to use a creeping mortar barrage in the factories 2 hexes from my troops, making it much easier to root the Ivans out of the ruins and keeping my casualties low.
Brent Grenadier Richards




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