Great fun
To all the cooks ,
Incredible job .

Moderators: Paullus, Peter Fisla



ORIGINAL: UP844
I played all of them with both sides:
"No Other Choice" has some issues because of the lack of aggressiveness shown by German tanks. I also tried setting all the German AFVs to "ATTACK" but they continue starting and stopping in the same hex, even when they have enemy units in LOS [&:]. This is not a falult of the scenario (which looks interesting... I only wish I could have some opponents for my T-34/85s). I hope the AI becomes more aggressive with the release of Update 2, which should address this issue.
Both "A Grim Reminder" and "Death at Strudanska" provide a nice challenge for both sides and I really enjoyed them: two great scenarios!
Some small remarks:
- In "Death at Strudanska": a German leader is set for "FREE" deployment while all other units are set for "Zone 1". This is an almost negligible issue. In this scenario, the Germans have two OBA, but they can only use one (Peter has already solved this issue, however).
- In "A Grim Reminder", the last Russian infantry reinforcements cannot arrive to the city (not even with double-time). They would only be useful if the Germans try to recapture the lone VP hex near the top left of the map (unlikely).
- In all the scenarios, mortars (and, in "No other choice" a 76mm ART gun) are set up in buildings: I don't know if this was made on purpose, but they cannot fire from such locations (only AT guns less than 75mm can fire from buildings). A human player will undoubtedly take the guns out and start blasting the enemy, but the AI is not so smart and leaves them sitting (as in "sitting duck" [:D]). The AI handled the German mortars in "A Grim Reminder" (which are set up in the open) well, and in "Death at Strudanska", the 82mm mortar (which I took out of the building) stopped the German attack to the southern bridge almost single-handedly [:)].
This is a fine trio of scenarios, anyway: thanks for making them!
ORIGINAL: UP844
The scenario is "JP001 - No Other Choice".
Here are the scenario settings: the German AI is set to "ADVANCE". Individual German AFVs have no AI special orders, but even when I give them the "ATTACK" order they remain in their setup hexes. At most, they start and stop in the hex (with the occasional Panther D self-destructing [:D]).
ORIGINAL: UP844
The ATTACK order is available even if the AI attitude is ADVANCE, but I forgot to read the warning stating AI orders have no effect in this case [8|].
ORIGINAL: UP844
In a further attempt to find some logical reason for the AI behaviour, I measured the range to the nearest VP hex at start. Such range is 13 hexes for the Panther G on the left, 12 hexes for the Pz IV in the centre and 12 hexes for the Pz IVH on the left (not shown in the screen). The latter (and its accompanying 251/9) is the only German tank that moves.
I'll post the saved game in a few minutes.
ORIGINAL: UP844
I am running version 0.2.60: have I missed an update while I was away? [&:]
ORIGINAL: UP844
In the attached file there are four saved games:
- the "Real_Game_Turn_2/3/4" files are three saves at the start of the German tutn in a normal game session: the left and centre panzers don't move as usual (even though one of them killed a careless T-34/76 which came too close to the centre ones);
- the "Demo_game_Turn_4" is saved in a game session where I never fired or moved units, except for the infantry in 24,12, which I moved away: here, the left wing panzers moved at last... on turn 4 (in turns 2 and 3 they stood still, even if the Panther G had no targets at all).
I think I might have found a reason for the immobility of the left panzers: they are set up on wood/road hexes and the first one (the Panther G) has a target (the Russian squad in 24,12). So it fires and the vehicles behind don't move (even though the 251/9 and the Pz IV could easily take the road on their right to exit the forest. Since the above squad is in a stone building, the chances of hurting it are pretty slim (in fact, in the real game it took 8 fire phases with no effect at all): in my opinion, the Panther is wasting time with these shots. This does not explain, however, why the centre panzers don't move, as the leading Pz IV does not normally fire on anybody (and even when it does - see above - this doesn't seem enough to wake its crew).
ORIGINAL: UP844
On a side note, would it be possible to avoid the start/stop sequence for vehicles that have no chance to move? This would prevent unnecessary breakdowns of unreliable vehicles.
ORIGINAL: Peter Fisla
So this is really a scenario design issue. It is important to set up paths to VPOs that are accessible by AI AFV units.

ORIGINAL: UP844
ORIGINAL: Peter Fisla
So this is really a scenario design issue. It is important to set up paths to VPOs that are accessible by AI AFV units.
Unfortunately, I am afraid this is not the case. I modified the scenario map and deleted all the trees in the setup areas of the left and centre panzer groups (see the attached .scn file). Now they have a clear and unhindered path to the area where VP hexes are located, but they still don't move (with the exception of the right group, of course [:)]).
Since all the VP hexes are building hexes, I have thought this might also be the reason for their immobility, but:
a) the right group moves immediately towards the nearest VP hex (which is in a wooden building hex)
b) VP hexes are also in building hexes in the two other scenarios made by Big Ivan where attacking tanks move towards the enemy (as they should).
I also took notes about the behavior of the only Panther appearing on the left.
From turn #1 to turn #5 it fired on the Russian squad in (5,12). On the German Fire Segment of turn 5, it finally managed to break the squad.
From turn #6 to turn #9 the Panther stood still, not even bothering to fire MGs on the Russian broken squad just to keep it at "Broken+" status.
On turn #10 it resumed firing and finally, on turn #12 it managed to kill the squad.
On turn #13 the Panther finally moved forward to its demise by a Russian 76mm [:D]
I expected to see the other tanks surging out of the woods following the Panther, but none materialized and the game ended.
P.S. I know I am a huge pain in the back, but I'm doing this because I really love this game and I wish to see it improved.