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Operation Merkur - public beta
Posted: Mon Aug 05, 2013 5:38 am
by Erik2
This is the historical German airborne invasion of Crete.
1km/hex map
1/2 day turns
Company units
Air squadrons
Naval groups
Mod-package:
Eriks Master Mod v1.1
New graphic files
Scenario:
Operation Merkur 1941 beta169
New Combat Detail Stats
Redeployment of a couple of British battalions and German seatransports
Fixed another movement issue
Artillery is now stronger in bombardments
Better combat priorities for aircraft
Known issue; aircraft are still fairly weak in ground attacks
RE: Operation Merkur - public beta
Posted: Sat Aug 10, 2013 2:43 pm
by stonestriker
As Erik´s opponent in the above-mentioned test, I can only recommend this scenario. Very enjoyable.
RE: Operation Merkur - public beta
Posted: Mon Aug 26, 2013 2:18 pm
by SapperAstro_MatrixForum
What unit sizes are you playing with?
RE: Operation Merkur - public beta
Posted: Mon Aug 26, 2013 4:56 pm
by Erik2
ORIGINAL: SapperAstro
What unit sizes are you playing with?
Companies
RE: Operation Merkur - public beta
Posted: Tue Aug 27, 2013 11:01 am
by SapperAstro_MatrixForum
Companies? Now we are talking. I will definately download this baby. I was afraid it would be Battalion or higher level, but company level is the perfect size for this battle.
Whereabouts do the files go? I haven't actually added any mods to this game yet, just played the stock game.
RE: Operation Merkur - public beta
Posted: Tue Aug 27, 2013 1:08 pm
by Erik2
ORIGINAL: SapperAstro
Companies? Now we are talking. I will definately download this baby. I was afraid it would be Battalion or higher level, but company level is the perfect size for this battle.
Whereabouts do the files go? I haven't actually added any mods to this game yet, just played the stock game.
The folder Erik's Master Mod goes into a Mods folder in your game, create an empty one if there is none already.
Copy the mod program JGME to the game folder and run it. It should list my mod folder and allow you to activate it.
It should be fairly easy to set up. I think I included a link to more detailed instructions.
RE: Operation Merkur - public beta
Posted: Wed Sep 18, 2013 11:47 am
by Erik2
bump
Updated link in original post.
RE: Operation Merkur - public beta
Posted: Thu Oct 24, 2013 4:39 am
by Erik2
Stonestriker and I are starting what will hopefully be the last PBEM-test.
If anyone else wants a match, please send an email to
erik.nygaard@nrk.no
Major update to the scenario in the first post in this thread.
Erik
RE: Operation Merkur - public beta
Posted: Thu Nov 07, 2013 1:32 pm
by wodin
Now this is interesting. I don't own this game but do own Case Blue. Coy and below are my favourite scales so this has grabbed my attention. I'd love to do a mod for CB at Coy scale with 1 day turns set during the battle for Stalingrad. I didn't think it would be possible.
So are the two games different enough that it's easier to drop to Coy scale with WtP than CB?
Some issues I'd have is tanks being able to shoot three hexes and improving the attack as the target unit gets closer.
Really wish Vic had dropped in scale for the next game rather than upped it.
RE: Operation Merkur - public beta
Posted: Sat Nov 09, 2013 9:20 am
by Erik2
ORIGINAL: wodin
Now this is interesting. I don't own this game but do own Case Blue. Coy and below are my favourite scales so this has grabbed my attention. I'd love to do a mod for CB at Coy scale with 1 day turns set during the battle for Stalingrad. I didn't think it would be possible.
So are the two games different enough that it's easier to drop to Coy scale with WtP than CB?
Some issues I'd have is tanks being able to shoot three hexes and improving the attack as the target unit gets closer.
Really wish Vic had dropped in scale for the next game rather than upped it.
The editors look identical to me. So if you want to create an eastern front scenario, go with CB.
If you want to create a western front scenario, I would choose WtP (taking advantage of the included data/graphics).
If you want to take a peak at my 1km/coy Merkur scenario, you need WtP. The scenario will not open in CB since the folder structures are different.
Be prepared for a steep learning curve. The editor is very powerful, but I still struggle with parts of it.
I am really growing fond of the game system and have plans for additional scenarios (1km/coy and 5km/bn).
Good luck!
Erik
RE: Operation Merkur - public beta
Posted: Mon Nov 11, 2013 8:14 am
by Erik2
Updated scenario in first post.
And stonestriker's German Fallschirmjägers jump to cut off the Kiwi units defending Maleme airfield and port.

RE: Operation Merkur - public beta
Posted: Sat Nov 16, 2013 6:24 pm
by wodin
How do you deal with tanks etc and shooting at range? 1km hex means a tank could shoot out to three hexes...
RE: Operation Merkur - public beta
Posted: Wed Nov 20, 2013 8:58 am
by Erik2
ORIGINAL: wodin
How do you deal with tanks etc and shooting at range? 1km hex means a tank could shoot out to three hexes...
I don't [;)]
Tanks (Matilda IIs, Vicker VIs, Pz I/II/IIs) and other direct-fire weapons (some of the 75mm guns) in my 1km scenarios do not have a range.
RE: Operation Merkur - public beta
Posted: Wed Nov 20, 2013 11:32 am
by wodin
Good point..works for early war..
RE: Operation Merkur - public beta
Posted: Tue Dec 10, 2013 10:15 am
by Erik2
A major update.
All Combat Detail Stats have been revised. I have used a combination of hard data and game values from the editors in WITP-AE, WITE and CAW in custom formulas to arrive at consistent combat values. The new values are within the default ranges. This is a big help (for me at least) when adding new SFTs/equipment.
Data examples:
Ground units; gun caliber mm, blast value, accuracy, rate-of-fire, anti-air, anti-soft, anti-armor, armor penetration in mm, front/side/top armor in mm.
Aircraft; max speed, climb/min, bomb load, torpedo accuracy/penetration, durability, maneuver, reliability, gun caliber mm
Link in first post.