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New historical scenario - Salerno
Posted: Sun Dec 09, 2007 10:12 am
by rickier65
I've uploaded a new scenario for AT - It's my first attempt at a complete scenario. It's very short ( just 8 turns). I tried to model the first week after the landings of the VI corp south of the Sele River (Right flank of the operation Avalanche.
The scenario starts with the 141st and 142 Rgts on the beaches, with Germany as first player. There is no town production. Supply and replacements (just a few) along with reinforcments are handled via events. VP points are given for some of the towns on the map.
I've played both sides against the AI, hope some folks will give it a try.
I started this to see what I could do with the editor. I'd welcome any comments or suggestions. The units are basicly Battalian sized. It uses the default generic ptmaster file. So units use the default data provided with the generic.ptmaster.
It's short enough that I hope some folks will try it and provide some feedback. There are a few things I''ve considered changing, (like making it 2-3 rounds per day, instead of the current 1 round per day), but decided to have a go with it as is.
The time scale is 1 round per day, 1 hex roughly 1 mile. Most units are supposed to be Battalians (though I've thorwn in some Engr. Companies).
Rick
RE: New historical scenario - Salerno
Posted: Sun Dec 09, 2007 10:36 am
by Vic
i liked it and approved it. its small and seems to work nicely. though (if you did not do so yet) you might want to change the REBEL combat modifier from 2 to 0.5, and making it a bad thing to try to land on an occupied beach instead of a combat positive thing. This way it will actually pay for the germans to hold the beach hexes.
Use the ExecSetRulevar(111,50,100) in a first event to do this.
kind regards,
vic
RE: New historical scenario - Salerno
Posted: Sun Dec 09, 2007 10:39 am
by Vic
ohh.. and very smart what you did with naming those new units Kampfgruppes

keeps the historical feel a bit!
You could also block the AI from creating new units completly. Use the ExecSetRulevar(249,1,0) in a first event to do this.
RE: New historical scenario - Salerno
Posted: Sun Dec 09, 2007 6:09 pm
by rickier65
ORIGINAL: Vic
i liked it and approved it. its small and seems to work nicely. though (if you did not do so yet) you might want to change the REBEL combat modifier from 2 to 0.5, and making it a bad thing to try to land on an occupied beach instead of a combat positive thing. This way it will actually pay for the germans to hold the beach hexes.
Use the ExecSetRulevar(111,50,100) in a first event to do this.
kind regards,
vic
Vic - Thanks, I didn't know about that rulevar! You're right it should be set. I'll wait a bit though and see if anymore comments.
Thanks,
Rick
RE: New historical scenario - Salerno
Posted: Sun Dec 09, 2007 6:14 pm
by rickier65
ORIGINAL: Vic
ohh.. and very smart what you did with naming those new units Kampfgruppes

keeps the historical feel a bit!
You could also block the AI from creating new units completly. Use the ExecSetRulevar(249,1,0) in a first event to do this.
I was going to block the Germans from building new units, to maintain the history, but then decided to change the new units to Kampgruppe and let it go. I kept changing my mind back and forth.
Nothing like the big scenarios the other folks here are doing, but sometimes short is good too.
Great game by the way! Ever since it came out, I've been neglecting my other duties!
Thanks
Rick
RE: New historical scenario - Salerno
Posted: Mon Dec 10, 2007 12:12 am
by Bombur
The scenario is great, but shouldn´t artillery range be adjusted to the new scale?
RE: New historical scenario - Salerno
Posted: Mon Dec 10, 2007 1:10 am
by rickier65
ORIGINAL: Bombur
The scenario is great, but shouldn´t artillery range be adjusted to the new scale?
Perhap. I was looking at Art being 105's and 155's and I thought 2 miles wasnt bad for effective fire.
But perhaps I should reconsider.
Thanks!
Rick
RE: New historical scenario - Salerno
Posted: Mon Dec 10, 2007 1:29 am
by SMK-at-work
Indirect fire for US 105 M2 howitzer would be out to almost 7 miles (11,000 yds, 6.9 miles), for the M114 155mm howitzer 14,600m = 9.1 miles
For hte German LeFH 18 105mm it's 13,500 yds, = 7.7 miles, and 8.1 miles for hte sFH 18 152mm how.
RE: New historical scenario - Salerno
Posted: Sat Dec 15, 2007 11:10 pm
by rickier65
The Salerno VI Corp scenario has been up for about a week now. A number of folks have looked at it (but only 1 reveiwed - thanks Vic). I'd welcome any other suggestions.
It was intended to be short and sweet - something a new comer might find easy to get a handle with.
Based on comments here, I'll probably go in and make a couple of changes:
1) Change rebel modifier to make it more attractive to land on occupied beaches instead of assaulting new beaches.
2). Increase the range of the Art, ArtII and Art III to 4, 5, 5 hexes respectively Thanks bombur and smk). I did quick test and as soon as I increased the range, the German AI started shelling the beaches first turn - which is exactly what they should do.
I'll probably wait until later next week in case anyone else has suggestions.
I've started thinking about next scenario as well. It will probably still be an operational level WWII historical scenario. This time I'll probably do some tinkering with SFTypes though to see what happens. Not too much, because I still want strong AI playability. Haven't decided yet what I'll try though. Any suggestions are welcome. I probably won't actually start working on it until v1.1 is out.
Thanks,
Rick
RE: New historical scenario - Salerno
Posted: Sat Dec 15, 2007 11:16 pm
by marcusm
Still playing first round here. Will comment once we are finished

.
marcus