Retake of Kerch could be a part of a large 1942 "Caucasus and Volga" (same idea as German Offensives 1941-42 but with large scenarios, Kerch, Voronezh, Drive on Stalingrad and Maikop.)
Not sure about Sevastopol yet - I think we had a map of the whole Crimea with Sevastopol?
This is the map. I still think there would be a need for new scenarios. There is a Panzer General II mod with Sevastopol scenario (it also has German texts) and the scale is battalion - regiment as all scenarios in Panzer General II.
Maybe it needs to be revised so that divisions can be used, but it also needs much artillery on both sides.
The art of war is simple and esay to understand but fighting a war is hard.
By the way, did you convert any Panzer General II maps? I am interested in Ciechanow-Mlawa. There are two scenarios I know, one is original SSI and the other one is a mod from Adlerkorps.
The art of war is simple and esay to understand but fighting a war is hard.
All messages have flags (except for those that have historical images like Directive 21 or Mannerheim).
Messages about political events (like Soviet - British alliance or dissolution of Yugoslavia) are in either Axis or Soviet color. Messages about scenario events like reinforcements and deployments are in neutral color. The only difference is deployment of Polizei Division in Luga scenario that is also in Axis color.
The art of war is simple and esay to understand but fighting a war is hard.
Speaking of bunkers, putting a bunker in a city means that the attacker cannot use the railway network (which is the only way to move as fast as needed in this scenario, especially since breaking through Perekop will take half of the scenario). But bunkers could be placed near cities and added as scenario objectives - ''destroy bunker A and bunker B.'' That would give the Soviets a chance to resist a little longer, although the battle has been lost once the 11th army is through Perekop.
The player recons the way with either an air unit a fast ground unit (either a Czech tank or a recon car), take the city and move an infantry division there by train. Then there is a bunker near the city (lets say 2 hexes from it) and this bunker is a victory objective so the player must destroy it. What would you say about that?
Sevastopol was too strong for the first and even second German attack so it could as well be left out.
The art of war is simple and esay to understand but fighting a war is hard.
Speaking of bunkers, putting a bunker in a city means that the attacker cannot use the railway network (which is the only way to move as fast as needed in this scenario, especially since breaking through Perekop will take half of the scenario). But bunkers could be placed near cities and added as scenario objectives - ''destroy bunker A and bunker B.'' That would give the Soviets a chance to resist a little longer, although the battle has been lost once the 11th army is through Perekop.
The player recons the way with either an air unit a fast ground unit (either a Czech tank or a recon car), take the city and move an infantry division there by train. Then there is a bunker near the city (lets say 2 hexes from it) and this bunker is a victory objective so the player must destroy it. What would you say about that?
Sevastopol was too strong for the first and even second German attack so it could as well be left out.
Why not ? It would be necessary to test.
I found the complete map of Crimea (that shown above) if you are interested ? It is not complete but can serve as a base. I prefer to focus on the Beta currently.
Sevastopol must be a hard scenario, like Odessa, so including it means a two year campaign like AA. Since we already have a ''German Offensives'' campaign there could also a two years campaign in the South.
The art of war is simple and esay to understand but fighting a war is hard.
Also there is a change in Crimea scenario - KG 77 is kept in the North (and can be used in Riga scenario) and 11th army in Crimea is supported by a regiment of KG 4 with its He 111.
The art of war is simple and esay to understand but fighting a war is hard.
Kishinev and some other scenarios only have the objectives but no deadlines. A general would always know how much time he has for an operation and when he has failed.
Added ''turns'' condition to Kishinev and texts to mission briefings. The main screen still shows "Turn..." and not ''Turn.../...''. What is the trick of getting the number of turns on the main screen. like Turn 1/15 instead of just Tun 1?
The art of war is simple and esay to understand but fighting a war is hard.
I added ''turns'' to the mission briefing; the menu still shows only the current turn but the player sees the number of days in his mission briefings.
Riga scenario - to lose it in the old version, the player had to lose either Klaipeda/Memel, Ebenrode and Labiau but the total number of lost victory locations was 2. If you change the total number to 3 (delete one location, insert it again and raise the numbers of scenarios to 3) loss of one city is loss of the campaign. This one city will most likely be either Klaipeda/Memel or Ebenrode because Labiau is further behind the lines and the Soviets need more time to reach it.
The art of war is simple and esay to understand but fighting a war is hard.
i misunderstood your question the first time, sorry for that. You need an event that has as a condition "turns" an action "Scenario end". Only then you get the X/Y display in the panel.
The original scenario had a victory condition left over from the AA campaign. After I deleted this condition the Kishinev scenario now shows the remaining turns.
I will not replay the campaign because some interesting things have happened (in Riga scenario I had some KV2 surrender to AGN and in Tallinn/Reval some T-34s surrendered to the StuG brigade, so I assume they were attached to antitank battalion of that brigade, and maybe the infantry division commander could keep a couple of KV2, or maybe they were sent to a tank division) but Kishinev scenario is now corrected and shows how many turns are left.
This issues also needs to be corrected for Smolensk scenario and maybe there are more scenarios with this problem.
The art of war is simple and esay to understand but fighting a war is hard.
The original scenario had a victory condition left over from the AA campaign. After I deleted this condition the Kishinev scenario now shows the remaining turns.
I will not replay the campaign because some interesting things have happened (in Riga scenario I had some KV2 surrender to AGN and in Tallinn/Reval some T-34s surrendered to the StuG brigade, so I assume some of them were attached to the antitank battalion of that brigade, and maybe the infantry division commander could keep a couple of KV2, or maybe they were sent to a tank division, and of course the Kummersdorf tank testing grounds also got their share of these Soviet tanks) but Kishinev scenario is now corrected and shows how many turns are left.
This issue also needs to be corrected for Smolensk scenario and maybe there are more scenarios with this problem.
The art of war is simple and esay to understand but fighting a war is hard.
Fixed the turns for Smolensk and Tikhvin scenarios and changed the victory conditions for Smolensk and Tikhvin.
There were many victory conditions left from the AA campaign that are not needed in 1941 - I did not touch them in the earlier versions because I was not sure how to modify victory conditions. In this version I only kept the victory conditions that matter for this campaign.
In 1941 campaign the player is forgiven some minor losses like Kishinev or Crimea but in important battles the High Command is very demanding - one loss and the Eastern Front has another commander.
After Smolensk and Staraya Russa there are no choices - because you do no have a choice anyway so you just go to next scenario.
The campaign after changes.
There is an interesting thing in Kishinev scenario - if you destroy the last enemy unit on turn 16 the game does not end but you get a brilliant victory on turn 17. I do not see it as a bug because my new air doctrine eats up most of my resources so I can always use some more.