.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old January 9th, 2009, 02:33 PM
iCaMpWiThAWP's Avatar

iCaMpWiThAWP iCaMpWiThAWP is offline
First Lieutenant
 
Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
iCaMpWiThAWP is on a distinguished road
Default Long campaign questions

I got some questions about the WW2 long campaign, is it limited to watching history again, or can i change it?
Can i hit the japanese mainland? what about sealion? is it possible to play things like this?
Reply With Quote
  #2  
Old January 9th, 2009, 05:11 PM

Charles22 Charles22 is offline
Sergeant
 
Join Date: May 2006
Posts: 274
Thanks: 1
Thanked 4 Times in 4 Posts
Charles22 is on a distinguished road
Default Re: Long campaign questions

That only works if the designer made it that way. I think with the main campaign games, they are meant to have histroic locations, no matter if your great victories or defeats would had likely changed that, afterall, your force is small when compared to an entire front. So maybe Operation Barbarossa had 20 more tanks kills than what was historic by your performance, that wouldn't have changed things in all but a very local area.

I think I have been through the Gerry campaign long enough to see that Sealion isn't possible with the main campaigns (partly because it was a plan only), and also since Olympic was to not take place but for several months after the surrender, I doubt they would include that in the Pacific.
Reply With Quote
  #3  
Old January 10th, 2009, 06:56 AM
PanzerBob's Avatar

PanzerBob PanzerBob is offline
First Lieutenant
 
Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
PanzerBob is on a distinguished road
Lightbulb Re: Long campaign questions

The Alt History vain of Campaigning is possible with the Generated Campaigns.

Bob out
__________________
Eternal War(gaming) PanzerBob



"Whenever in future wars the battle is fought, panzer troops will play the decisive role..."
Heinz Guderian, General der Panzertruppe
Reply With Quote
  #4  
Old January 10th, 2009, 12:34 PM

RERomine RERomine is offline
Captain
 
Join Date: Oct 2008
Location: Columbus, Ohio
Posts: 975
Thanks: 1
Thanked 14 Times in 12 Posts
RERomine is on a distinguished road
Default Re: Long campaign questions

Quote:
Originally Posted by Charles22 View Post
So maybe Operation Barbarossa had 20 more tanks kills than what was historic by your performance, that wouldn't have changed things in all but a very local area.
Yet, one would think after my battalion has destroyed several thousand British tanks in North Africa, we would be pushing into Cairo in 1943 instead of back to Tunisia, but I understand the global aspect of the game is scripted.
Reply With Quote
  #5  
Old January 10th, 2009, 01:13 PM
iCaMpWiThAWP's Avatar

iCaMpWiThAWP iCaMpWiThAWP is offline
First Lieutenant
 
Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
iCaMpWiThAWP is on a distinguished road
Default Re: Long campaign questions

Quote:
Originally Posted by PanzerBob View Post
The Alt History vain of Campaigning is possible with the Generated Campaigns.

Bob out
Yeah, but sealion or Olympic can't be propperly played since we cant have beach landings in meeting engagements, i cant remember if para/glider insertion is possible in these battles(if they were to happen,both, Olympic and sealion would have paras holding key roads to prevent the landing forces from counterattacks)
Reply With Quote
  #6  
Old January 10th, 2009, 02:42 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Long campaign questions

Why does it have to be a meeting? Set to assault & play with battle points till get balance you want.
Of course easier is to make the scenerio in the editor. Make the next one then go to campaign & import & thats your first 2 battles done. Now just keep building more.
Depending on how you set core only need to buy deploy other side unless you want fixed support units.
Read the manuel for more specific info
Reply With Quote
  #7  
Old January 10th, 2009, 03:17 PM

Charles22 Charles22 is offline
Sergeant
 
Join Date: May 2006
Posts: 274
Thanks: 1
Thanked 4 Times in 4 Posts
Charles22 is on a distinguished road
Default Re: Long campaign questions

Quote:
Originally Posted by RERomine View Post
Quote:
Originally Posted by Charles22 View Post
So maybe Operation Barbarossa had 20 more tanks kills than what was historic by your performance, that wouldn't have changed things in all but a very local area.
Yet, one would think after my battalion has destroyed several thousand British tanks in North Africa, we would be pushing into Cairo in 1943 instead of back to Tunisia, but I understand the global aspect of the game is scripted.
But supposedly the front is always much larger than your force. Have you forgot about those priceless Italians though? Just the Italians alone dwarf your force. Anyway, you see what good it does, don't you? This is clearly a fantasy front.

You destroy 50 million and they just keep on coming. So while your front doesn't change because of radical Britisher transport to your front, some guy somewhere else should be doing Sealion with ease, but he cannot play this game in a different campaign alongside your own. If you were playing against the BEF in France, or doing a Sealion, you would see the same thing, where those Britisher pigs would always be in full force wherever you go.

Lesson is the incompetent commanders always have the soft front. Your problem is you draw their attention. Try doing the opposite of Rommel. Instead of blowing up dummy tanks to scare the enemy, Hide your forces and even leave a few seemingly crawling, desparate, for water Italins crawling around on the ground for recon to see, and you just might see the other commander get all the British reinforcements for a change.
Reply With Quote
  #8  
Old January 10th, 2009, 04:52 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,929
Thanks: 441
Thanked 1,855 Times in 1,219 Posts
Mobhack is on a distinguished road
Default Re: Long campaign questions

Quote:
Originally Posted by iCaMpWiThAWP View Post
I got some questions about the WW2 long campaign, is it limited to watching history again, or can i change it?
Can i hit the japanese mainland? what about sealion? is it possible to play things like this?
The WW2 Long Campaign follows the pattern of World War 2.

There are no "what ifs", that is for a User Campaign designer to do if he sees fit.

Sealion would be a simple one, a rounding up of a few tired, hungry and wet survivors of the invasion force to the POW camps.

Sealion has been done to death on the alt-history and WW2 newsgroups and forums. It is a non starter and hands the British a victory on a plate, even if the Germans are allowed to hand-wave total air superiority.

It is a simple plan. Lets crowd a division or 2 into all the low-free board Rhine river barges we can find (And cripple all the industry that uses these barges in the meantime). We will then tow them at a screaming 2 knots across the Channel in strings behind tugboats. This will guarantee that the invasion flotilla is spotted, as it will take longer than one night to cross. We will do this in the Channel, where the tidal rip current is more than our barge-string forward progress rate so we will inevitably drift off sideways and be unable to make headway if we try to head into the current to correct our course. Our barges will be so overloaded that all the Royal Navy has to do is charge some destroyers at full speed through the flotillas of these things during the night. No need for any gun or torpedo use, the wash from the destroyers will simply swamp the barges. As would any towing on anything other than a flat calm, and since "choppy" weather is rather normal for the Channel we had better pick our time well!. We are so slow that even if granted total air superiority, the RN will have enough night where the Luftwaffe is useless to do this. Germany has no significant navy and if they did put them out to screen the force, it would be party time for the RN home fleet.

Actually - the RN have valid gun targets, as killing a tug will leave its string of 3-4 unpowered barges full of seasick passengers wallowing about to be dealt with at leisure.

Now lets imagine that a few disordered remnants make it to the beach. These barges are not landing craft, so the infantry have to go ashore somehow, either by jumping over the side and swimming in (loaded with combat gear) or we beach the barges. Beached barges would likely be barges we no longer have the use of, for return missions.

If we are landing our few Panzers, then the only way to get these ashore is to beach the barge they are in, and blow the sides or the bow off with explosives!. Ditto for any carrying field guns etc. (We have no plans for any transport, so any ATG and field guns would have to be man-pushed).

We would need to capture a port to get any significant weaponry ashore. All ports on the relevant target areas will be blown by the British on approach of any force (they have other ports elsewhere to use). Catch-22.

We don't have enough barges to resupply our troops and land a significant force, so any resupply is up to cycling the survivors back to French ports (through the Royal Navy destroyer attacks once again) and then load up for a day or 2 there, before again setting off for a 20 hour run across the Channel (Braving the RN once more).

So any infantrymen - it really only is a few infantry that might have made it ashore - that we left on the beaches will need to wait about 3-4 days for any reinforcements or even resupply. This will be not much as there will not be many barges (and especially the tugboats!) left by now, and the Kriegsmarine will have lined the bottom of the channel. There probably will be no practical resupply really, the few survivors being pounded on the beaches will be the only troops that make it ashore. As for any paratroopers and glider troops used, it is hunting season for the UK land forces.

The land forces that might make it would be a couple of much reduced regiments of infantry with no support weapons, and a half dozen tanks and howitzers all trying to fight their way off the beaches. And maybe a division of para/gliders being annoying somewhere for a few hours.

Any barge-landed forces will be fairly randomly spread out over a rather wide area of southern England due to the problems with barge towing and tidal currents, not to mention the confusion of the RN night attacks. Many of these will fall ashore on rocky and shoals shores and not nice sandy beaches. These will be shipwrecks, not "landings".

So - alarums and excursions for the UK land forces for 24 hours or so, but mainly leading off POWs to camps. Many kill markers for the RN, it's a wet dream come true for them.

Any infantry that made it ashore would have to deal with the beach counter-landing defences and then once the UK HQ realised that there was noting else then a counter attack from the several divisions held South of London on the stop lines. This included several brigades of "I" tanks - A10 and Matildas 1 and 2. Remember - the German survivors of their own self-inflicted shipwreck (it really cannot be called a "landing", even if the British stood aside and let them try it unopposed!) will be lucky to have any AT guns at all surviving that event, and then getting from the barge wreckage across the beach..


Sealion was always a political manoeuvre - it had no basis in operational reality.

Simulating Sealion in SP games:
First problem is that all "barges" are self-propelled, and of the sort that are designed to be beached. We do not have a class of unpowered items not designed to be used on the open ocean, needing tugs to pull them and that will react badly to any attempt to beach them (most would broach in the surf).

These Rhine barges really do not "land" - they would have to really shipwreck themselves to let the troops try to get off, or wait for the tide to recede and ride on the sands (if the British were sporting enough to allow that of course!).

SP does not have a "tide", or "drift" - it is not a naval game.

SP AFV landing barges have proper unloading ramps. We don't have a class that actually has to blow a hole in its own side with explosives to then try to get the 2 or so panzer 2s or 2 or so 105mm howitzers on board off.

Apparently the Germans had severe problems with seasickness of the troops on board these scows, even in harbour and lagoon tests. No tests were done on the open channel as far as I know. SP has no way to simulate troops reduced to "I don't give a shoot, I am so seasick I want to die" status, but in a scenario, morale and experience could be cut drastically?.

We also really do not have a way to simulate the real "joy" for the prospective German shipwreck survivors/castaways, ie the night before the landing. SP does not have rules for swamping/sinking by passing high speed vessels.

SP does not have any weather rules - so there is no way to simulate a bit of "frisky" channel weather springing up and doing the work for the British. (The most likely Sealion scenario really!). In that case the main "work" would be done by any local RNLI and air-sea rescue stations under a flag of truce.

Any land part of a "Sealion" game is entirely irrelevant. There would be no real land activity. The German survivors are just castaways waiting to be interned in POW camp. All the Brits need do is contain them on the beach and wait for the non-existent supplies to run out really.

A "sealion" scenario based on reality can skip the "beach landing" phase and just have some seasick infantry already landed on the beach (ignore barges or have some burning wreckage) with almost nil heavy weapons, trying to break out of a beachhead that outnumbers them. And with a reinforcing force of Matilda + infantry (that also outnumbers the seasick shipwreck survivors) arriving after a while to beat them back into the surf. A boring game.

The only really interesting game is the real killing event - the destroyer action against the helpless barges, escorted by a few minesweepers against 50 or more UK DD. That would be a game for a naval set of rules, but again a bit boring as it is just target practice once the minimal escort was dealt with.

Conclusion
To "do" a sealion type thing that had any chance of success then you would need a strategic game, that lets the Germans change priorities (like HOI?).

- They would need to build a fleet big enough to destroy the RN in home waters first. And do this before the USA came into the war (or have an alt time-line where the USA does not aid the British in any way). Otherwise their navy has to be a challenger to the combined fleets.

If they tried this before 39, and they would need to, the British Empire would notice, and build to match - i.e. exactly the same situation as the WW1 "riskflotte". Any steel on warships would detract from panzer production, guns from land howitzer etc production, so if they went for the big fleet, then insufficient tanks for France '40 (recall that they invaded Czechoslovakia primarily for the armaments industry of Skoda - tanks and guns, so were struggling to get enough already).

- The British Empire would build to match. And as a naval power, they had many more shipyards (especially battleship and carrier sized ones) than the few Germany had. Germany would be bottlenecked by this lack, even if they had tried to build a RN-challenging fleet pre war. The USA would also have noticed too, and built. The Washington naval limitation treaties would not have happened either.

- Nazi Germany only came around in 1933 or so. Even if they had decided to build a vast surface fleet, then they probably could not have done much more in those 5 or so years than they already had. Perhaps a dozen more destroyers and 3-4 more cruisers and a battleship more than in real life?.

- Then they would have to build real landing craft and in sufficient numbers to do an Overlord. (In real life it took the combined production of the USA and British Empire to build sufficient of these for Overlord). More resources taken away from the Heer. So unlikely to be any Barbarossa in this alternate time-line.

- No France 40 would mean no channel ports to do the invasion from, so then why build the vast fleet of landing craft in the first place

- Germany was effectively bankrupt by 1939, trying to build up its army. They had no credit, and invading other countries was their solution to this, by robbing their resources. So building up a vast battle fleet while remaining at peace would be a non-starter anyway.

- German surface naval units were stinkers, in general. The large destroyers were mechanically unreliable, and unseaworthy. The over-large 5.9 inch guns were slow loaders, and next to useless in any sea on such small ships. The light cruisers had diesels that broke down regularly, so they rarely left port.

- Then the real kicker, is that they would need enough fuel for this vast navy. The lack of oil (and other key resources - The Norway operation was to protect the iron ore supply route from Sweden which was also critical) was the doom of the German position in the war in any case. This vast armada would likely spend its time floating about in harbour (and getting no real experience) like the WW1 High Seas Fleet due to critical fuel shortages.

- All of this would take time. Germany does not have time. If this alternate reality follows the real one then Manhattan comes on line in 45. If it is a Germany against the British Empire only one then "Tube Alloys" will come on line in 47-8 most likely. In either case one wonders which German city would be the first to get a bucket of "instant sunshine" delivered?.


Cheers
Andy
Reply With Quote
  #9  
Old January 10th, 2009, 05:07 PM
iCaMpWiThAWP's Avatar

iCaMpWiThAWP iCaMpWiThAWP is offline
First Lieutenant
 
Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
Thanks: 21
Thanked 30 Times in 19 Posts
iCaMpWiThAWP is on a distinguished road
Default Re: Long campaign questions

Ok,i got it,it's out of the game's scope
Reply With Quote
  #10  
Old January 10th, 2009, 05:16 PM
noxiousnic's Avatar

noxiousnic noxiousnic is offline
Private
 
Join Date: Jun 2008
Location: Montreal, Canuckistan
Posts: 15
Thanks: 7
Thanked 0 Times in 0 Posts
noxiousnic is on a distinguished road
Default Re: Long campaign questions

Quote:
Originally Posted by iCaMpWiThAWP View Post
Yeah, but sealion or Olympic can't be propperly played since we cant have beach landings in meeting engagements, i cant remember if para/glider insertion is possible in these battles(if they were to happen,both, Olympic and sealion would have paras holding key roads to prevent the landing forces from counterattacks)
This is not the Operational Art of Warfare
Not even close to being an operational centric game : it's purely tactical, and that is its greatest strength.
Its scope doesn't lend itself to modelling entire operations, but rather to the actions that make up a military operation.
And focused on the boots on the ground element, not modelling naval or air in an appropriate way for operational wargaming : both are only tools for the infantry in SP, not being able to do their own operations if you will.

A campaign, or long campaign even, is not the modelling of a complete WW2 or modern operation, but rather, again, a sequence of actions that form a small part of the much bigger, operational level, goals.

I understand the desire to do everything in the same game/engine, but you risk falling prey to very "gamey" workaround to make it all work, probably in a very clunky, unhistorical way.

Sticking to what SP WW2 and MBT excel at is a surer way to gaming bliss : small scale, tactical warfare.
The command and control restrictions of the game are a sure indicator that's it not meant to model operations like Barbarossa, Olympic, Gulf War, OIF or even D-Day landings in their entirety.
It's meant to take you deep inside the Ops, down to where each pair of boots matter, not your ability to move a corps or army group and its logistics train half across the world

Thus a campaign does NOT model a complete large scale ops, but only the part taken in it by a small element of the whole.
e.g the series of actions taken by a battalion in the course of a bigger campaign.

Not many games attempt to model all scales of military operations, even less including many strategic concerns (economy and diplomacy, for example) with detailed tactical combat. Those that do, often do so so that both micro managers and god view type of players can all have their cake and eat it, but stray away from modelling reality, striving for "fun" gameplay.
Often, this leads to part of the modelling not being really satisfying, etc.

And that's now, when the restrictions imposed by the PC platform have changed completely and allow complex modelling of multi layered simulations : when the Steel Panthers series were designed and originally developed, the restrictions were much more constrictive

Or the game stops being a game and solely becomes a simulation, in that it's not fun any more for most gamers who would otherwise enjoy a near simulation game (or serious game), because it becomes entangled in its complexity and the user's ability to tweak everything

The SP series concentrates on an often badly executed topic : tactical combat. And does a fine job at it
Maximum enjoyment will be had if you leverage its strengths rather than trying to punch through its limitations.
Cheers, have fun
__________________
Be Kind. Everyone is fighting a hard battle
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:02 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.