Fire In the East scenario
Moderator: Vic
RE: Fire In the East scenario
I have been playing this scenario since Friday night and I love it. Thanks.
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
RE: Fire In the East scenario
Thanks Parusski.
Are you playing the entire campaign or one front, and which side? What round are you in? Tell me more...
Also please let me know if you find any bugs or have proposals for improvement.
Are you playing the entire campaign or one front, and which side? What round are you in? Tell me more...
Also please let me know if you find any bugs or have proposals for improvement.
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RE: Fire In the East scenario
Uploaded a small patch for this scenario with a couple of fixes
- Fixed Rowehl group bug (in separate regimes)
- Fixed Railrod conversion bug
- Fixed Baltic Partisans bug (separate regimes)
- Scripted german AI to handle relations with minor allies (Romania, Hungary, Ukraine, Baltic people & Finland)
- Fixed some errors in the map.
I also uploaded a small miniscenario i did a while ago. It is included in the same bundle as the main scenario in the link below ( its not password protected). May take a couple of hours to activate.
http://www.megaupload.com/?d=62NJ1PYJ
The miniscenario is called FIRST STAB AT TULA and is really short (3-4 rounds). It uses a small version of the main map, se screenshot.
FIRST STAB AT TULA
This is a three round miniscenario about the first german atempts at capturing Tula during operation Typhoon.´The scenario starts the 10th of October 1941. On the German side stands Panzergruppe II with a full complement of infantry but severe losses to its tanks (ca 60% strength). Tula is defended by the the Tula Operational group consisting of 3rd and 13th Armies and the 5th Cavalry Corps.
SCENARIO RULES
There is a 35% chance of mud each round.
If germany is an AI then the AP penalty of entering an enemy hex is reduced from 10 to 1.
The german player gets three offensive cards. The Soviet Union gets one. These can be used to give a unit extra AP in the same amount as that units 'HQ power.
REINFORCEMENTS
The Soviet Union recieves some militia in reinforcments each round. They also recieve a Katuysha brigade as reinforcements on round two and a Cavalry Division on round three. All reinforcements enter on the road mapedge north of Tula.
VICTORY
The scenario lasts four full rounds. If the axis forces have captured Tula at the startt of round four they win a decisive victory. If they have captured it at the start of round five they have won a minor victory. Anything beoyond that is a Soviet victory.
SCENARIO VARIANTS
- No Rasputsitsa
There is no chance of mud.
- Soviet Militia Mobilized
Soviet Union gets an extra Mlitia Regiment each round.
- Panzergruppe fully fueled
The germans get 2 000 supply/round instead of 1 000.

- Fixed Rowehl group bug (in separate regimes)
- Fixed Railrod conversion bug
- Fixed Baltic Partisans bug (separate regimes)
- Scripted german AI to handle relations with minor allies (Romania, Hungary, Ukraine, Baltic people & Finland)
- Fixed some errors in the map.
I also uploaded a small miniscenario i did a while ago. It is included in the same bundle as the main scenario in the link below ( its not password protected). May take a couple of hours to activate.
http://www.megaupload.com/?d=62NJ1PYJ
The miniscenario is called FIRST STAB AT TULA and is really short (3-4 rounds). It uses a small version of the main map, se screenshot.
FIRST STAB AT TULA
This is a three round miniscenario about the first german atempts at capturing Tula during operation Typhoon.´The scenario starts the 10th of October 1941. On the German side stands Panzergruppe II with a full complement of infantry but severe losses to its tanks (ca 60% strength). Tula is defended by the the Tula Operational group consisting of 3rd and 13th Armies and the 5th Cavalry Corps.
SCENARIO RULES
There is a 35% chance of mud each round.
If germany is an AI then the AP penalty of entering an enemy hex is reduced from 10 to 1.
The german player gets three offensive cards. The Soviet Union gets one. These can be used to give a unit extra AP in the same amount as that units 'HQ power.
REINFORCEMENTS
The Soviet Union recieves some militia in reinforcments each round. They also recieve a Katuysha brigade as reinforcements on round two and a Cavalry Division on round three. All reinforcements enter on the road mapedge north of Tula.
VICTORY
The scenario lasts four full rounds. If the axis forces have captured Tula at the startt of round four they win a decisive victory. If they have captured it at the start of round five they have won a minor victory. Anything beoyond that is a Soviet victory.
SCENARIO VARIANTS
- No Rasputsitsa
There is no chance of mud.
- Soviet Militia Mobilized
Soviet Union gets an extra Mlitia Regiment each round.
- Panzergruppe fully fueled
The germans get 2 000 supply/round instead of 1 000.

- Attachments
-
- Battle for Tula.jpg (415.44 KiB) Viewed 281 times
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RE: Fire In the East scenario
I noticed you disabled the editor. So, there's no way to eliminate partisans? Pesky devils get in the way of how I want to play games (unrealistically). Thanks.
RE: Fire In the East scenario
I can always listen to constructive critizism. What particular partisans are annoying you? Is it a particular species (there are like 10 events causing different partisans in different ways) or is it something in the overall concept you dont like? And in what way are they unrealistic?
If you have the scenario i could probably work something out where you can turn the partisan warfare off.
If you have the scenario i could probably work something out where you can turn the partisan warfare off.
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RE: Fire In the East scenario
Thanks for responding so quickly.
The "unrealistic" part is how I want to play the games (not having to deal with any partisans....i.e. be able to eliminate them as a SFT which is what I've done in other scenarios). Partisans themselves are, of course, a realistic part of warfare. I'm just trying to play a more basic frontline only game.
Your scenario looks extremely interesting so I wanted to try it and just wanted to turn off all partisans (if possible). If it is too much of a problem to do this just let me know.
The "unrealistic" part is how I want to play the games (not having to deal with any partisans....i.e. be able to eliminate them as a SFT which is what I've done in other scenarios). Partisans themselves are, of course, a realistic part of warfare. I'm just trying to play a more basic frontline only game.
Your scenario looks extremely interesting so I wanted to try it and just wanted to turn off all partisans (if possible). If it is too much of a problem to do this just let me know.
RE: Fire In the East scenario
Well, then its not unrealistic per se. However i would not call the scenario a basic frontline game in any stretch.
If you have the scenario already send me an email from the same email you communicated with me before and ill send you a new scenariofile. otherwise just follow the instructions and ill send you a copy with the regular partisans turned of. (although there is a secret onetime exceptional event with partisans that i have not turned of.)
If you have the scenario already send me an email from the same email you communicated with me before and ill send you a new scenariofile. otherwise just follow the instructions and ill send you a copy with the regular partisans turned of. (although there is a secret onetime exceptional event with partisans that i have not turned of.)
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RE: Fire In the East scenario
You're right....the scenario is certainly not unrealistic....just me.
I didn't download the scenario until I contacted you. I WOULD appreciate a slightly modified scenario with the partisans turned off (for AT). Hopefully, you can attach it to a reply post (?).
I'll still be worried about the "secret onetime exception" though.
Thanks for a game that will, I'm sure, occupy me for many many hours.
Thanks for your help!
I didn't download the scenario until I contacted you. I WOULD appreciate a slightly modified scenario with the partisans turned off (for AT). Hopefully, you can attach it to a reply post (?).
I'll still be worried about the "secret onetime exception" though.

Thanks for your help!
RE: Fire In the East scenario
No i can not. For the following reasons.
1. First of all the scenario is more than 25mbs.
2. Second, the download link is in this thread, one post above your original.
3. Third, the FITE scenario itself is passwordprotected. Instructions on how to get the password here
http://web.comhem.se/olvmyr/At%20mod%20page.html
4. Once you have done 1-3 send me an email and i will give you pw and modified file.
5. Feel free to get pissed of by my demands, i dont care. I worked on the scenario for a full year.
Ill go to bed now.
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RE: Fire In the East scenario
Got the scenario and couldn't resist giving it a quick look before taking my boys to school and heading for work, it looks just GREAT [8D], can't wait to play it.
I have recomended it to the guys I'm actually playing AT/ATG by email with, hope they buy it and can set a pbem game.
Thanks Grymme for the effort you put into it.
I have recomended it to the guys I'm actually playing AT/ATG by email with, hope they buy it and can set a pbem game.
Thanks Grymme for the effort you put into it.

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RE: Fire In the East scenario
Tomas where is the briefing document you refer to when pick up the settings? Or is it just the guide you posted here?

GG's AWD, GG's WBTS, GG's WitE Beta Tester
Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI
RE: Fire In the East scenario
It is the same document, although an older version. But off course it should have been included in the download.
I have attached the latest briefing as a zipdoc to this message. Should say though that the historical reinforcement lists are not filled up. They last up until around round 30.
I have attached the latest briefing as a zipdoc to this message. Should say though that the historical reinforcement lists are not filled up. They last up until around round 30.
- Attachments
-
- Briefing FITE.zip
- (29.63 KiB) Downloaded 12 times
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RE: Fire In the East scenario
Hey Grymme - you can't get PM's because your inbox is full so I sent you a couple of emails but no response - did you get them? Thx.
RE: Fire In the East scenario
JJdenver. Thanks for notifiying me on the inbox thing. I deleted some mails so now it should be possible to PM me again.
I am not sure if i got your email or not. Did you email mine or my wifes email. Safest is to email grymme @ hotmail . com
I do get a lot of email about AT, so sometimes i forget to answer, but if you try again ill make sure to answer.
I am not sure if i got your email or not. Did you email mine or my wifes email. Safest is to email grymme @ hotmail . com
I do get a lot of email about AT, so sometimes i forget to answer, but if you try again ill make sure to answer.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
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RE: Fire In the East scenario
ORIGINAL: Grymme
It is the same document, although an older version. But off course it should have been included in the download.
I have attached the latest briefing as a zipdoc to this message. Should say though that the historical reinforcement lists are not filled up. They last up until around round 30.
Will you plan to add historical reinforcements until end of war in a future release? I guess this means it' only playable for 30 turns?
Thanks
RE: Fire In the East scenario
JJdenver. The scenario uses a combination of historical reinforcements and normal production. Soviet production is at 50% for the first 15 rounds, then 75% up to round 30, then 100%. My opinion is that its playableall the way, its just not scripted.
From the briefing
4.2 Historical reinforcements
For the first ~30/35 rounds of the game the Axis and Soviet players will both get some historical reinforcements in addition to the normal production. After that the only formation of units is through the players production
Historical reinforcements generally appear in Konigsberg, Warszawa, Bucharest, Vologda, Penza & Engels. But units can appear in other locations also.
DESIGNER NOTE: Having historical production the first 30 or so rounds simulate the large mobilization of Soviet units, movement of german units from other theaters and mobilization of Axis minor units. Having historical units for the entire campaign would be very tedious to program and is made difficult by the fact that you would somehow simulate withdrawals from the theater as well. I do however not rule it out as something to program in in the future.
From the briefing
4.2 Historical reinforcements
For the first ~30/35 rounds of the game the Axis and Soviet players will both get some historical reinforcements in addition to the normal production. After that the only formation of units is through the players production
Historical reinforcements generally appear in Konigsberg, Warszawa, Bucharest, Vologda, Penza & Engels. But units can appear in other locations also.
DESIGNER NOTE: Having historical production the first 30 or so rounds simulate the large mobilization of Soviet units, movement of german units from other theaters and mobilization of Axis minor units. Having historical units for the entire campaign would be very tedious to program and is made difficult by the fact that you would somehow simulate withdrawals from the theater as well. I do however not rule it out as something to program in in the future.
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RE: Fire In the East scenario
I'm playing a test game and got the card to turn a unit into SS. However when I select a unit - an infantry division or the Lehr regiment or a panzer regiment for example - the "Select" button is not active, only the "Cancel" button is active. So I'm not able to turn any units in SS. Any idea why this would be? Thanks.
RE: Fire In the East scenario
Hi JJ.
Its a slip in the briefing. SS units can only be formed from units who are in Berlin x0y134 if you are playing the entire side or AG Mitte, Hamburg x0y113 if you are playing AG Nord, and Vienna x1y183 if you are playing AG Sud.
Basicly units have to go home and rest and reform to become SS (or newly formed units).
Try this and if this doesnt fix it we have a bug. Thanks for catching it, will update the briefing.
Its a slip in the briefing. SS units can only be formed from units who are in Berlin x0y134 if you are playing the entire side or AG Mitte, Hamburg x0y113 if you are playing AG Nord, and Vienna x1y183 if you are playing AG Sud.
Basicly units have to go home and rest and reform to become SS (or newly formed units).
Try this and if this doesnt fix it we have a bug. Thanks for catching it, will update the briefing.
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RE: Fire In the East scenario
Ok thanks. I also sent you an email about what seems to be an OOB bug. The SS mot/mech infantry units at start are all not motorized - they move like foot. They don't have enough trucks or halftracks or whatever they were supposed to have.
And a question also: Do the SFT types like Mech Inf 41 self-motorize? Or do they need trucks/halftracks to carry them?
Thx
And a question also: Do the SFT types like Mech Inf 41 self-motorize? Or do they need trucks/halftracks to carry them?
Thx
RE: Fire In the East scenario
JJ.denver
Actually i just answered your question on the SS motorizes. This seem to be an error and will be included in the next patch.
Mech41 etc are not selfmotorized. The main difference between them and normal infantry is that their heavy weapons (mortars, at rifles and MGs are "built in" to the SFT, so they have slightly better statistics, and are more expensive.
So far for the next patch.
- Motorize SS units properly (they lack one halftrack or truck)
- Document SS creation limitations.
Actually that reminds me that there is another small SS issue that i have not been able to solve so far.
But is on the list There are SS (a people type), but then there are also a couple of SS specific SFTs (some infantry units). The starting units have the specific SFTs. But i have not been able to construct an event that convert regular Rifle to SS Rifle when an SS unit is created. So that means that the new SS units will be black and their people will be called SS but their SFTs will not be called SS Sfts. Mainly this is a graphic issue for me since i really liked the small SS insignia i painted into the specific SS Sfts. I thought about skipping the SS specific Sfts alltogether but i really liked the insignia so i kept them were i could.
So anyway thats a long description for a small issue. This is also on the list. But i still havent figured out an event that switches all of certain SFTs in a unit to a specific other SFT. I think the answer is in there, feel free to help me on the way.
Actually i just answered your question on the SS motorizes. This seem to be an error and will be included in the next patch.
Mech41 etc are not selfmotorized. The main difference between them and normal infantry is that their heavy weapons (mortars, at rifles and MGs are "built in" to the SFT, so they have slightly better statistics, and are more expensive.
So far for the next patch.
- Motorize SS units properly (they lack one halftrack or truck)
- Document SS creation limitations.
Actually that reminds me that there is another small SS issue that i have not been able to solve so far.
But is on the list There are SS (a people type), but then there are also a couple of SS specific SFTs (some infantry units). The starting units have the specific SFTs. But i have not been able to construct an event that convert regular Rifle to SS Rifle when an SS unit is created. So that means that the new SS units will be black and their people will be called SS but their SFTs will not be called SS Sfts. Mainly this is a graphic issue for me since i really liked the small SS insignia i painted into the specific SS Sfts. I thought about skipping the SS specific Sfts alltogether but i really liked the insignia so i kept them were i could.
So anyway thats a long description for a small issue. This is also on the list. But i still havent figured out an event that switches all of certain SFTs in a unit to a specific other SFT. I think the answer is in there, feel free to help me on the way.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
http://atgscenarios.wordpress.com
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