Canadian Campaign

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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MikeJ19
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Canadian Campaign

Post by MikeJ19 »

Good day,

I designed the recently released Canadian Campaign. If you have any feedback, comments or questions please let me know.

I hope that you will enjoy this campaign!

All the best,

Mike
Mike

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WABAC
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Re: Canadian Campaign

Post by WABAC »

MikeJ19 wrote: Sat Feb 11, 2023 1:48 pm Good day,

I designed the recently released Canadian Campaign. If you have any feedback, comments or questions please let me know.

I hope that you will enjoy this campaign!

All the best,

Mike
I had no idea what to do with infantry that has nothing better than Carl Gustav's. The tanks and ATM units seemed to miss a lot of shots. Got crushed in the first scenario, and didn't figure I would get any better going forward with the losses I had suffered.
byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

WABAC wrote: Sat Feb 11, 2023 7:17 pm
MikeJ19 wrote: Sat Feb 11, 2023 1:48 pm Good day,

I designed the recently released Canadian Campaign. If you have any feedback, comments or questions please let me know.

I hope that you will enjoy this campaign!

All the best,

Mike
I had no idea what to do with infantry that has nothing better than Carl Gustav's. The tanks and ATM units seemed to miss a lot of shots. Got crushed in the first scenario, and didn't figure I would get any better going forward with the losses I had suffered.
I'm working on the first mission as well. A couple thoughts so far.

1. Tanks and AT must be set to "relocate after each fire mission". Otherwise they will be destroyed immediately. Set them as far forward as possible and plan out secondary firing positions. Let them fire, relocate and next turn move hasty to the next position, rinse and repeat.

2. The infantry are just speed bumps. Put them on chokepoints to slow down the advance give your follow up units to set up new fire positions.

I'll check back in after I finish.
byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

MikeJ19 wrote: Sat Feb 11, 2023 1:48 pm Good day,

I designed the recently released Canadian Campaign. If you have any feedback, comments or questions please let me know.

I hope that you will enjoy this campaign!

All the best,

Mike
I had some luck in the beginning but the T-80's are just too accurate at long range. Even without ATGM's they are spotting and nailing targets from 3 kilometers or more. I can shoot and scoot but most of the time they kill my AT assets before they can move. I tried a few different strategies but the T-80's don't seem to care. Feels pretty futile at the moment.
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Re: Canadian Campaign

Post by WABAC »

byzantine1990 wrote: Sat Feb 11, 2023 10:54 pm
WABAC wrote: Sat Feb 11, 2023 7:17 pm
MikeJ19 wrote: Sat Feb 11, 2023 1:48 pm Good day,

I designed the recently released Canadian Campaign. If you have any feedback, comments or questions please let me know.

I hope that you will enjoy this campaign!

All the best,

Mike
I had no idea what to do with infantry that has nothing better than Carl Gustav's. The tanks and ATM units seemed to miss a lot of shots. Got crushed in the first scenario, and didn't figure I would get any better going forward with the losses I had suffered.
I'm working on the first mission as well. A couple thoughts so far.

1. Tanks and AT must be set to "relocate after each fire mission". Otherwise they will be destroyed immediately. Set them as far forward as possible and plan out secondary firing positions. Let them fire, relocate and next turn move hasty to the next position, rinse and repeat.

2. The infantry are just speed bumps. Put them on chokepoints to slow down the advance give your follow up units to set up new fire positions.

I'll check back in after I finish.
Thanks for the tips I'll check them out next time I try.

But I sure do feel bad for the Canadian infantry. Seems like they're there to absorb Pact ammo.
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cbelva
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Re: Canadian Campaign

Post by cbelva »

I've played this scenario 2 times now and I have to say that I like this scenario. I have won it two times (tactical victories). The infantry are more than speed bumps. Each time I have played it, they have stopped the Soviet armor in their tracks. I just watched one of my mech companies hold off a battalion+ of tanks. I have found the Carl Gustavs to be deadly at point blank range. Here is how I set my defense. I want the soviet armor to come to my infantry, so I set them up in the towns with the victory locations. I place the improve positions to give them maximum protection. I set their SOP so that they stay and defend their location no matter what (do or die). I set their range to point blank. I want the Soviet tanks up as close as possible. In fact, I prefer that they enter my infantry's hex. I have found that the soviet mech units are more dangerous to my infantry than the tanks. I set my tanks and M150s back a ways to support the infantry and to catch any enemy units that gets pass my infantry. I set 2 of my arty to counter battery to hit the enemies'. I use my other two arty batteries to support the infantry (3 batteries if needed).

Note--Killing the enemies arty is crucial. Once the enemy detects your infantry in their defensive positions, the AI will start to drop arty on them. If you can weaken its arty early, your infantry stands a better chance of defeating the tanks and mech units.
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byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

cbelva wrote: Sun Feb 12, 2023 5:10 am I've played this scenario 2 times now and I have to say that I like this scenario. I have won it two times (tactical victories). The infantry are more than speed bumps. Each time I have played it, they have stopped the Soviet armor in their tracks. I just watched one of my mech companies hold off a battalion+ of tanks. I have found the Carl Gustavs to be deadly at point blank range. Here is how I set my defense. I want the soviet armor to come to my infantry, so I set them up in the towns with the victory locations. I place the improve positions to give them maximum protection. I set their SOP so that they stay and defend their location no matter what (do or die). I set their range to point blank. I want the Soviet tanks up as close as possible. In fact, I prefer that they enter my infantry's hex. I have found that the soviet mech units are more dangerous to my infantry than the tanks. I set my tanks and M150s back a ways to support the infantry and to catch any enemy units that gets pass my infantry. I set 2 of my arty to counter battery to hit the enemies'. I use my other two arty batteries to support the infantry (3 batteries if needed).

Note--Killing the enemies arty is crucial. Once the enemy detects your infantry in their defensive positions, the AI will start to drop arty on them. If you can weaken its arty early, your infantry stands a better chance of defeating the tanks and mech units.
Where do you put your AT assets? I put them on the high ground behind the VP hexes but they don't last a turn when the T-80's arrive
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Re: Canadian Campaign

Post by MikeJ19 »

I really like the sharing of ideas and approaches that I am seeing above. One thing I do not see mentioned is the impact of artillery. It is very important to use your guns to destroy and slow down the Soviet push. In most of my games, my artillery accounts for most of my kills.

The Canadian Infantry companies certainly do lack anti-armour weapons in this period and that does increase the challenge significantly.

Good luck and I look forward to more comments!
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Re: Canadian Campaign

Post by cbelva »

byzantine1990 wrote: Sun Feb 12, 2023 7:33 am Where do you put your AT assets? I put them on the high ground behind the VP hexes but they don't last a turn when the T-80's arrive
I placed my AT assets in the forest/forest ridge behind Bondorf and a single section in Eckenweiler. Like I said above, I use my AT assets and tanks to take care of units that get by my infantry. The enemy units that do get by are fairly disorganized and my AT and Tanks can take care of them with little threat to themselves.

I keep my infantry hidden in the VL towns until the tanks and Mech units are on top of them. I have found that infantry with any kind of AT weapon is fairly deadly in good terrain and fighting up close and personal. If you reveal your infantry too early, the enemy can pick them off at distance and call in arty on them. Once you pull the enemy up close, your infantry has the advantage.
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byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

cbelva wrote: Sun Feb 12, 2023 2:23 pm
byzantine1990 wrote: Sun Feb 12, 2023 7:33 am Where do you put your AT assets? I put them on the high ground behind the VP hexes but they don't last a turn when the T-80's arrive
I placed my AT assets in the forest/forest ridge behind Bondorf and a single section in Eckenweiler. Like I said above, I use my AT assets and tanks to take care of units that get by my infantry. The enemy units that do get by are fairly disorganized and my AT and Tanks can take care of them with little threat to themselves.

I keep my infantry hidden in the VL towns until the tanks and Mech units are on top of them. I have found that infantry with any kind of AT weapon is fairly deadly in good terrain and fighting up close and personal. If you reveal your infantry too early, the enemy can pick them off at distance and call in arty on them. Once you pull the enemy up close, your infantry has the advantage.
So rather than holding them at the minefields you let them get past your infantry and take care of any stragglers? I'll try keeping my AT assets up front and keep moving them back until I get to the positions you mentioned.

As for artillery, it definitely changes the game. Enemy artillery isn't as big of a deal since yours has the range on them. I think they also do a good job of covering your forward tanks as they fall back to secondary positions.

I'll post my results.
byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

MikeJ19 wrote: Sat Feb 11, 2023 1:48 pm Good day,

I designed the recently released Canadian Campaign. If you have any feedback, comments or questions please let me know.

I hope that you will enjoy this campaign!

All the best,

Mike
I'm not sure if this is a bug but it's really annoying to set an SOP for my infantry, set the same for all similar units and it also changes headquarters units and AD units. I feel like other scenarios don't have this issue. I set an SOP for all infantry and it only affects infantry.
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Re: Canadian Campaign

Post by cbelva »

byzantine1990 wrote: Sun Feb 12, 2023 7:47 pm So rather than holding them at the minefields you let them get past your infantry and take care of any stragglers? I'll try keeping my AT assets up front and keep moving them back until I get to the positions you mentioned.

As for artillery, it definitely changes the game. Enemy artillery isn't as big of a deal since yours has the range on them. I think they also do a good job of covering your forward tanks as they fall back to secondary positions.

I'll post my results.
One of the things I like about FPC is that it allows you to try different strategies. There is no right or wrong way. I may play one way and someone else may play differently. If it works use it, if it doesn't discard it. Some strategies will work better than others. If what you are doing is not working, try something else.
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Re: Canadian Campaign

Post by cbelva »

byzantine1990 wrote: Sun Feb 12, 2023 8:03 pm I'm not sure if this is a bug but it's really annoying to set an SOP for my infantry, set the same for all similar units and it also changes headquarters units and AD units. I feel like other scenarios don't have this issue. I set an SOP for all infantry and it only affects infantry.
It is the same for every scenario. We have looked at how the apply to similar units works with the SOP and there may be changes coming in the future.
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Re: Canadian Campaign

Post by byzantine1990 »

cbelva wrote: Sun Feb 12, 2023 10:55 pm
byzantine1990 wrote: Sun Feb 12, 2023 8:03 pm I'm not sure if this is a bug but it's really annoying to set an SOP for my infantry, set the same for all similar units and it also changes headquarters units and AD units. I feel like other scenarios don't have this issue. I set an SOP for all infantry and it only affects infantry.
It is the same for every scenario. We have looked at how the apply to similar units works with the SOP and there may be changes coming in the future.
Maybe it's by country? When I play USSR I never have this issue.
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Re: Canadian Campaign

Post by 22sec »

I ended scenario one with a minor victory. You can see what my forces looked like late in the battle. Half my tanks were gone, most of them destroyed on the ridge. The remainder of the company using cover and concealment has faired much better.

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byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

22sec wrote: Mon Feb 13, 2023 5:49 pm I ended scenario one with a minor victory. You can see what my forces looked like late in the battle. Half my tanks were gone, most of them destroyed on the ridge. The remainder of the company using cover and concealment has faired much better.

Image
Makes sense. Looks like the strategy I'm steering toward. Seems like you need to keep your AT assets as far back as possible and possibly wait until they are ambushed by infantry before letting them fire.
byzantine1990
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Re: Canadian Campaign

Post by byzantine1990 »

Finally figured it out. It isn't over yet but should be just about finished. I appreciate the others in this thread who shared their tips.

Key points:

1. Defense should occur in three layers. 1st layer is made up of scouts who call in artillery to wear down the enemy. Bonus points if there are minefields. 2nd layer is infantry to slow the enemy down and continue to hit them with artillery. 3rd layer is made up of tanks and AT assets in entrenched positions, these will finish up the remainder of the enemy. It would be interesting to know how true this is to real life.

2. Never use screen under any circumstance(Primary HQ is only exception since it's moving around constantly). Set units to hold, do or die and do not move them. Units "holding" can survive under intense fire but as soon as they move or are set to screen it's like a forcefield lifts and they get destroyed in less than a turn. It's better to stay and get a couple more kills before dying than falling back and getting destroyed anyway with nothing to show for it.

3. Assign artillery to certain spotters to maximize the effectiveness of the artillery. If a battalion of tanks is coming down a road you don't want your artillery wasting ammo on the lone infantry unit on the other end of the map.
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Re: Canadian Campaign

Post by WildCatNL »

byzantine1990 wrote: Tue Feb 14, 2023 4:55 am 2. Never use screen under any circumstance(Primary HQ is only exception since it's moving around constantly). Set units to hold, do or die and do not move them. Units "holding" can survive under intense fire but as soon as they move or are set to screen it's like a forcefield lifts and they get destroyed in less than a turn. It's better to stay and get a couple more kills before dying than falling back and getting destroyed anyway with nothing to show for it.
Well done, and thanks for your contribution.

It's not a force field lifting. What gets these units killed is the transition from dug-in positions, where the unit has a very low signature, to a moving formation which is more conspicuous and vulnerable, probably with hostiles up close.

As alternative, you might want to try mechanized infantry using screen missions with really large stand-offs (3-4km). The downside of them moving is that they might break line-of-sight, and not call in fires, as opposed to the sacrifical units holding the positions until overrun.
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Re: Canadian Campaign

Post by WABAC »

byzantine1990 wrote: Tue Feb 14, 2023 4:55 am Finally figured it out. It isn't over yet but should be just about finished. I appreciate the others in this thread who shared their tips.

Key points:

1. Defense should occur in three layers. 1st layer is made up of scouts who call in artillery to wear down the enemy. Bonus points if there are minefields. 2nd layer is infantry to slow the enemy down and continue to hit them with artillery. 3rd layer is made up of tanks and AT assets in entrenched positions, these will finish up the remainder of the enemy. It would be interesting to know how true this is to real life.

2. Never use screen under any circumstance(Primary HQ is only exception since it's moving around constantly). Set units to hold, do or die and do not move them. Units "holding" can survive under intense fire but as soon as they move or are set to screen it's like a forcefield lifts and they get destroyed in less than a turn. It's better to stay and get a couple more kills before dying than falling back and getting destroyed anyway with nothing to show for it.

3. Assign artillery to certain spotters to maximize the effectiveness of the artillery. If a battalion of tanks is coming down a road you don't want your artillery wasting ammo on the lone infantry unit on the other end of the map.
I really like #3. That's something I need to do more of. The other points are good too, along with cbelva's tip to fire point blank.
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Re: Canadian Campaign

Post by byzantine1990 »

WildCatNL wrote: Wed Feb 15, 2023 11:00 pm
byzantine1990 wrote: Tue Feb 14, 2023 4:55 am 2. Never use screen under any circumstance(Primary HQ is only exception since it's moving around constantly). Set units to hold, do or die and do not move them. Units "holding" can survive under intense fire but as soon as they move or are set to screen it's like a forcefield lifts and they get destroyed in less than a turn. It's better to stay and get a couple more kills before dying than falling back and getting destroyed anyway with nothing to show for it.
Well done, and thanks for your contribution.

It's not a force field lifting. What gets these units killed is the transition from dug-in positions, where the unit has a very low signature, to a moving formation which is more conspicuous and vulnerable, probably with hostiles up close.

As alternative, you might want to try mechanized infantry using screen missions with really large stand-offs (3-4km). The downside of them moving is that they might break line-of-sight, and not call in fires, as opposed to the sacrifical units holding the positions until overrun.
I would love for screen and relocating to be viable but I can't get it to work. I tried multiple times and holding until death wins every time. Let's run through some scenarios.

Artillery hits position

Hold: Probably survives with a loss here and there

Screen: Takes 30% more losses

Relocates: Entire unit destroyed before it can get out of the hex

Tank holding position spots enemy tank company

Hold: Probably survives with a loss here and there and takes many enemies with them

Screen: Takes 30% more losses for no benefit

Relocates: Entire unit destroyed before it can get out of the hex and gets no kills

Infantry defending a town

Hold: Probably survives with a loss here and there and takes many enemies with them

Screen: Takes 30% more losses for no benefit

Relocates: Entire unit destroyed before it can get out of the hex and gets no kills


In every situation it's better to use the "Hold" command.
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