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-   -   Wurm River scenario (http://forum.shrapnelgames.com/showthread.php?t=51968)

chris h July 5th, 2018 07:23 AM

Wurm River scenario
 
It's part of Campaign 17, American Crusade. I've got to scenario 13 and have beenpresented with Wurm River, part of the Westwall. Problem is I have no idea how to play it??? The river is surounded by swamp and mud anywhere from 2 to 6 hexes either side. Much of the river and some of the swamp hexes are deep water. No bridges or roads.

I suppose I could use barges but to do that you have to get them to deep water but wou'll never do it due to the vehicles getting stuck.

Note this is an armoured force, few infantry.

ANybody help?

chris h July 5th, 2018 08:06 AM

Re: Wurm River scenario
 
Having found a route that did not involve deep water I tested sending a Co of Shermans across. Only one made it without getting stuck or to but it another way 17 got stuck.

I beleive this sceanrio is unplayable unless some know something I don't.

DRG July 5th, 2018 08:38 AM

Re: Wurm River scenario
 
The briefing does say you are not expected to get tanks across and " how you get that bridgehead up and running is your problem"

I wouldn't say it's unplayable but it does look like you need to rely on your infantry to do the job.

That said maybe Ulf or Chris have other suggestions

Mobhack July 5th, 2018 08:45 AM

Re: Wurm River scenario
 
The other way to tackle it might be to say "to heck with sticking, this scenario has way too much bogging terrain!" and turn breakdowns off in the preferences screen.

chris h July 5th, 2018 10:12 AM

Re: Wurm River scenario
 
Quote:

Originally Posted by DRG (Post 842510)
The briefing does say you are not expected to get tanks across and " how you get that bridgehead up and running is your problem"

I wouldn't say it's unplayable but it does look like you need to rely on your infantry to do the job.

That said maybe Ulf or Chris have other suggestions

nfortunately all it says is

,We've come up against a stretch of the German West Wall defences. You are to breach the enemy fortified line. Expect the enemy to be dug in.**'

Nowever I'll see what happens using infantry and engineers plus two barge carriers, hopefully they won't get stuck.

DRG July 5th, 2018 10:26 AM

Re: Wurm River scenario
 
Don't forget you can buy gliders / airborne if you have air sorties allowed in preference... that does get some units a toehold across the river

DRG July 5th, 2018 07:17 PM

Re: Wurm River scenario
 
Quote:

Originally Posted by chris h (Post 842512)
Quote:

Originally Posted by DRG (Post 842510)
The briefing does say you are not expected to get tanks across and " how you get that bridgehead up and running is your problem"

I wouldn't say it's unplayable but it does look like you need to rely on your infantry to do the job.

That said maybe Ulf or Chris have other suggestions

nfortunately all it says is

,We've come up against a stretch of the German West Wall defences. You are to breach the enemy fortified line. Expect the enemy to be dug in.**'



I need to take a closer look at this. I think the messages for scenario 13 and 12 are reversed. The message I quoted was U017i012.txt...sceanrioi 12 campaign 17


Rimburg Castle,*
Wurm river, Germany, -*
October 2, 1944*
*
*
We have reached the gates of the Reich itself! You are to cross the Wurm river and establish
a bridgehead near Rimburg castle. The river has been purposely enlarged, probably to function as
an anti tank ditch. We don't expect you to be able to have tanks cross before engineers
have been able to bridge the river. Just how you get that bridgehead up and running is your
problem.**

wereas U017i013.txt.....that's the 13th battle of campaign 17 is

Siegfried line,*
German border region, -*
October 4, 1944*
*
*
We've come up against a stretch of the German West Wall defences. You are to breach the enemy
fortified line. Expect the enemy to be dug in.**

but that's the wurm river scenario with Rimburg Castle but it better applies to the defensive set up of the 12th scenario



Edit....... yes indeed those two text files should be reversed 12 should be 13 and 13 should be 12.....now in the next patch folder


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