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  #41  
Old August 8th, 2018, 11:13 AM

RetLT RetLT is offline
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Default Re: Scenarios by Zovs66

SCN 551 The Rhino's Horn:

The V-hexes are all 0 VPs. I would suggest making them at least 100 each.

Also the German reinforcements need to have way points set. They were still at the map edge when I encountered them and they stayed there even after first contact.
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  #42  
Old August 8th, 2018, 11:14 AM
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Default Re: Scenarios by Zovs66

Crap, let me double check what I have locally.
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  #43  
Old August 8th, 2018, 11:20 AM
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Default Re: Scenarios by Zovs66

I checked and all the reinforcements are set way points. Fixed the VP. So have two updated files. Once you go through all 40, I'll post the fixes. Thank you!
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  #44  
Old August 8th, 2018, 11:30 AM
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Default Re: Scenarios by Zovs66

Or so I don't lose the corrections, posting the zip file in the first post of the thread.
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  #45  
Old August 8th, 2018, 11:48 AM
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Default Re: Scenarios by Zovs66

Quote:
Originally Posted by RetLT View Post
SCN 551 The Rhino's Horn:

The V-hexes are all 0 VPs. I would suggest making them at least 100 each.

Also the German reinforcements need to have way points set. They were still at the map edge when I encountered them and they stayed there even after first contact.
If the V hexes were zero, the AI reinforcements have nothing to head for, most likely. That will probably be why they sat twiddling their thumbs.
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  #46  
Old August 8th, 2018, 11:52 AM
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Default Re: Scenarios by Zovs66

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by RetLT View Post
SCN 551 The Rhino's Horn:

The V-hexes are all 0 VPs. I would suggest making them at least 100 each.

Also the German reinforcements need to have way points set. They were still at the map edge when I encountered them and they stayed there even after first contact.
If the V hexes were zero, the AI reinforcements have nothing to head for, most likely. That will probably be why they sat twiddling their thumbs.
Yeah that is my fault, I buggered up the VH in that one. I fixed it and put in in the first thread.

Again thanks RetLT for the playtesting it helps. Again some scenarios I made hard on purpose, I don't want them to be a cake walk against the AI.
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  #47  
Old August 8th, 2018, 12:37 PM

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Default Re: Scenarios by Zovs66

I was cautious the whole way expecting the Nashorns to be behind every tree.

I was getting worried that I missed the label that said "Scenario does not contain any actual Nashorns".

thanks for keeping me busy.

I am playing them in order so no comment from me means everything is good.

The consistent theme to the scenarios is get to the V hexes "Firstist with the mostist" and set up an ambush. This has gotten me DVs in most all of them.
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  #48  
Old August 8th, 2018, 01:55 PM
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Default Re: Scenarios by Zovs66

After these 40, things get interesting. Getting a little more creative from experience during conversions, and using my old ASL skills for the next batch of scenarios. Have 7 of 10 just about ready. For those conversions, I'll start another thread, and pop them in packs of 10. Some fun stuff making these newer conversions. Anyway so glad your enjoying and testing.

In my old ASL days, it was said "play-testing is playing" and ditto with scenario design/creation.
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  #49  
Old October 13th, 2018, 01:41 AM
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Default Re: Scenarios by Zovs66

Just did a minor clean up, removed the old zips, and created 4 new ones, nothing else (see the first threads post for updates).
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Old October 17th, 2018, 07:01 PM

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Default Re: Scenarios by Zovs66

Wulfir
Did you save this campaign? I'd like to try it as well.

Quote:
Originally Posted by wulfir View Post
Finished scn 532 - The Passing: Ukraine.

Decided to change things up a bit and made this into a small 2 scn campaign. Switched the out the Germans for Hungarians.

Armoured Group Imredy, Hungarian Army

HQ (LtCol Imredy)

Recon Platoon (two MC sections)

Heavy tank platoon (Pz IV section)

Medium Tank Company(-) (75mm Turans, 2 Platoons) (Capt Gabors)

Motorised Infantry Company(-) (Two platoons, mot transport only for Co HQ and one platoon) (Lt Gombos)

Anti-tank detachment (one captured T34, two StuG III, two 76mm AT-guns, two 57mm AT-guns, two trucks)

Motorised Engineer Detachment (Engineer platoon, inf-At section, HMG section, 4 trucks)

AA Detachment (2 88mm Guns – anti-tank role, 2 prime movers)


Turn 0

All troops deployed along the road, roughly where the original scenario's German force was deployed.
Recon plt in the lead followed by the Engineer platoon, heavy tank plt, Company Gabors, Anti-Tank Detachment and the reduced Company Gombos.

88mm AA Guns and one rifle platoon remains holding the two Hungarian VHs at games start.

Turn 1-2

Group moves forward, Eng Plt debus at the corssroads.

Turn 3

Turans near the crossroads take fire from T34s. Enemy mot inf also spotted.

Turn 4-7

Russian tanks advance on the crossroads. Hungarian gunnery not quite up to German standards. One StuG III is lost, one Turan damaged while three T34s and three trucks go up in smoke. Some well placed Soviet AT guns stop Hungarian movement south from the crossroads.

Turn 8-15

With smoke it was possible to blind the AT-guns and dash south to capture the majority of the VHs. I ignored the two VHs in the enemy rear, figuring it would not be enough time to get there without a sort of mad rush forward. The bulk of the Soviet tank force was destroyed in fighting around the crossroads. Hungarian forces took a few more infantry losses and another Turan damaged. At games end the Soviet AI player had one AT-gun and some infantry left in the fight. The remaining AT-gun was never discovered.


The original scenario force value for the German side was 1702 build points. I used 1750 build points for the Hungarian side – I guess their units are cheaper. The Hungarian weapons were not great at range and I think I would probably have doubled my losses if I had pushed on the two Soviet rear VHs when trading fire with the T34s at longer ranges.

Found no problems with the map or Soviet units.
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