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RE: Battleaxe/Brevity Map

Posted: Thu Mar 26, 2009 8:16 pm
by Arjuna
I've given the testers a hurry up on this one. Hope to get back top you on this soon.

RE: Battleaxe/Brevity Map

Posted: Sat Mar 28, 2009 9:19 pm
by RedMike
Hi PoE,

I've been test driving your Op Brevity scenario per Arjuna's request and he asked me to post my report here.

Frankly I think your scenario is just fine. I played one game as Axis and managed a marginal victory after a very nice scrap with the CW force. Here's a pic...




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RE: Battleaxe/Brevity Map

Posted: Sat Mar 28, 2009 9:20 pm
by RedMike
And here's another showing the final score...




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RE: Battleaxe/Brevity Map

Posted: Sat Mar 28, 2009 9:22 pm
by RedMike
I also ran an auto test game between the Axis A/I and the CW A/I and actually was impressed by how the Axis A/I manuevred its units. Here's a pic from that test run...




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RE: Battleaxe/Brevity Map

Posted: Sat Mar 28, 2009 9:26 pm
by RedMike
So, unless you are greatly unsatisfied with the way the Axis A/I models historical movements of the Afrika Korps in this scenario I would probably leave it as is.

One way you can tweek things is by adding appropriate A/I objectives in the ScenMaker, which can control how the A/I handled force moves but are invisible to the human controlled player.

I really enjoy this scenario! Keep up the great work!

regards,
RedMike

RE: Battleaxe/Brevity Map

Posted: Sun Mar 29, 2009 12:33 am
by Prince of Eckmühl
ORIGINAL: RedMike

So, unless you are greatly unsatisfied with the way the Axis A/I models historical movements of the Afrika Korps in this scenario I would probably leave it as is.

Thank you very much, RedMike.

To tell you the truth, I find the handling of "Achievement Points" pretty much of a mystery, how to do it so as to introduce some balance into the scenario, that is. I'm trying to establish some rules of thumb related to casualty and objective points, proportion, for instance, but I'm still very uncertain of what I'm doing in this regard. I'm beginning to wonder if this may not be the most difficult part of the whole project!
One way you can tweek things is by adding appropriate A/I objectives in the ScenMaker, which can control how the A/I handled force moves but are invisible to the human controlled player.

I've done quite a bit of work with AI objectives since I sent the scenario to Arjuna. They are an excellent tool for nudging the AI in this direction or that. They also do a lot to help one simulate a battle, rather than just try and win it. As with the AP that I referenced above, I'm still learning how to place objectives, human and AI alike. Do you have any thoughts as to how to "price" things, to determine what value to place on an objective?
I really enjoy this scenario! Keep up the great work!

Thanks again for you comments. While this is really pretty involved, the maps I mean, building the OOB/unit list, and, so on, I've been lucky in a lot of respects. I came across some excellent topographical maps that were done by the U.S. Army in 1954. The elevation increment is 20m, with 10m intermediate contours, and it's all laid out in 10k grid. Those maps are a genuine, no kidding Godsend.

Anyway, I've got to get back to work.[:)] I'm about eight-five percent done with my Operation Battleaxe scenario, and I'm not sure where I'll go next, but this looks interesting:

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PoE (aka ivanmoe)

BTW, please let me know how Operation Brevity works out for you as the Allies, play-balance wise. You're also welcome to make suggestions as to how that I might fix it! [;)]



RE: Battleaxe/Brevity Map

Posted: Sun Mar 29, 2009 2:10 am
by RedMike
Will do.

And you are correct about the careful balancing of victory points being the hardest part of scenario designing. I agree wholeheartedly!

Sometimes it is even necessary to recommend the human player play one side or the other.

It took awhile to get Bir El Gubi done, and even then simovitch had to come to the rescue and help me out.

The A/I objectives are an indispensable tool!

Regards,
RedMike


RE: Battleaxe/Brevity Map

Posted: Mon Mar 30, 2009 8:55 pm
by Prince of Eckmühl
I'm looking to put a new fieldworks terrain type into the Battleaxe map.

I'm not completely sure what to call it, but the Germans called them "Stützpunkt:"





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