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Old April 8th, 2011, 11:45 PM
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Disk Re: RUSSIAN CIVIL WAR II - Multiplayer "User vs AI" Campaign

Quote:
Originally Posted by Double_Deuce View Post
OK, looks like I forgot to overwrite the files with Pack Mule to Wagon change for the 82mm Mortars.

Corrected campaign path for Skirmisher is attached . . .

Quote:
Comrade, now that you and you men are rested, you are ordered to march along the coastal road to Zapadnyy and occupy the village. The village needs to be cleaned out of all opposition as we intend to use it as a staging area to launch further attacks from here in the west. As you attack, Comrade Roman will be clearing the woods north of your position in an attempt to sweep behind the village and cut off the fleeing enemy.**

Local peasants, loyal to the state have reported that the enemy appears to be digging in and preparing to fortify the area. They have also reported seeing enemy aircraft overhead earlier in the day but it is highly unlikely they will be operating at night. Speed is of the essence here.**
This zip file includes the base campaign frame as well as the 1st full scenario. Install files into your campaign folder. It will occupy campaign slot 042.

IMPORTANT: Make sure that you save the game before the battle ends, ideally the very last turn BEFORE the end result screen is shown. I would recommend saving to alternate slots each turn, just in case.

This is necessary in order to add more battles to the campaign.

Please post your end game screen file here or email it to me at doubledeuce@combat-campaigns.com


OK firstly, I enjoyed the battle.

Secondly, once the battle started and I saw 1930 combat power in all it's glory,I decided to play the wildcard.
I was going to get a kill credited to the Commissar.
I needed the extra help in the long run.

The battle begins and right away one of my Cossak platoons is caught in a crossfire between two snipers.
The rest of the Cossaks and HMG's took them out.
Mortars didn't seem all that effective.

The battle moves into the town proper and there's an HMG,scouts
and several squads of conscripts IDed.

Victory hexes are taken and the scout section of the enemy is down to one man.
The Commissar's driver hits the gas and heads for the secure hex right next to the last scout(who has used all shots for the turn)
An unseen scout section opens up from in town after a couple hexes and the staff car is destroyed.
Marines cover the pinned Commissar with smoke and on the next turn he attacks the scout.
I had turned OFF everybody elses weapons nearby, so they couldn't fire on the scouts.
After two turns of this, the Scout killed the Commissar and the aide.

Despite this, the attack continued and much of the town taken.

I emailed the final turn.
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