My latest project....

Nathangun

FGM Major General
FGM MEMBER
After reading through the forums of my favourite beer and pretzel Advance Tactics Gold (ATG) I read that it was possible to edit a save game, once edited, it becomes a new scenario.
Another post confirmed that it could be used for a strategic layer for a campaign. So I got to work on a CMFI campaign system.

So I started the game (the latest Phoenix beta version).

You can manually patch your Advanced Tactics game to the latest Open Beta Phoenix Version.

Note this is the patch for the MATRIX version! For the Steam version you'll need to enable the Steam Open Beta in the Steam interface (right click on the game in your library list and click Properties>Betas)

Now for you Matrix players:


https://www.vrdesigns.net/openbeta/Adva ... 40_061.zip

I started a new Phoenix Random game, once the scenario was created, I selected edit and began editing the Sub Formation files (STF's) and creating new ones.

So far this is the fruits of my labours.

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In the screenie above there's a graphic for a German F.O. if anyone can get me one of an British/Commonwealth would be helpful.

Paratroopers:
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Fighters: (not my graphics, credit to Ormand in the matrix forums).
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Staff:
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I began to build the TOE's straight out of CMFI, these will be the building blocks for any CM campaign.

In the ATG scenario editor, new units will be companys and HQ's will be Bn HQ's.

So I began with a British Reinforced Infantry Battalion (Brit R.I.B.)

3 x companies.
I've bungled all the squad and HQ teams as "rifles" so it easier to manage and easier to count the "Headcount" for CM scenarios.
There's enough slots to add LMG teams etc...

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Inf Plt:
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2 x Machinegun Plt:

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Carrier Plt (recon)

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2 x Anti tank plt:

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Mortar Plt:
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Poineer Plt:

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There's a lot of work to get through still, each new weapon has to be given in game research data and production costs, which regime can/cannot research each weapon.
Then each tank type will also have to be done.
 
this looks pretty cool, any details how u wanna use it in campaing? im able to testplay if u need?
 
My latest idea, a CMFB campaign.
I'll be using excel (well the free version LibreOffice) as it is easy to move chits about the board and resize them if needed, and a new turn can be on a new spreed sheet so a record can be kept and I don't have to build a vassal module.
Here's a screenshot, I'm hoping to use fog of war in the campaign.

faWPkUe.png
 
My latest idea, a CMFB campaign.
I'll be using excel (well the free version LibreOffice) as it is easy to move chits about the board and resize them if needed, and a new turn can be on a new spreed sheet so a record can be kept and I don't have to build a vassal module.
Here's a screenshot, I'm hoping to use fog of war in the campaign.

faWPkUe.png
shut up and take my money ! Im in !
 
So @OnePingOnly and myself are giving the campaign a test run.
He had a lot of questions. Here's a download link for the excel file and here are his questions.

OnePingOnly said:
1) Do I only put the 1 RCT artillery on the Arty Track right now, since that is the only unit on the map?

Nathangun said:
Yes the RCT artillery goes on the artillery track.


OnePingOnly said:
2) For the Battle Intensity Table, are the 3 steps in correct order? OR are 2 & 3 reversed?

Nathangun said:
They'er in the right order, the order doesn't really matter.
Lets say a 3 strenght unit (3 hearts) is attacking a 3 strenght unit thats dug in (+1), in a town (+1) so thats 3-5, the attacker has another allied unit next to the target hex (+1), so that makes it 4-5, so he adds artillery support that makes it 5-5 this would make it an Attack QB (as both have equal combat strenght), the defending player can add an artillery support as well making 5-6 so it will be a probe battle, see the Summary Reference under the turn track.
It works like a board game when calulating combat odds.

Bear in mind that because dugin and artillery were added to the combat odds, the player doesn't nessary have to spend a certain amount of points on these when spending their QB points.


OnePingOnly said:
3) How do "Night Battle" and "Weather" modifiers affect the game? Wouldn't they apply to both sides equally, and thus not change the "delta" between them? Or do they just apply to the Attacker?

Nathangun said:
A night battle would be on a night turn.
On the 16th Dec, the weather will be overcast, and the ground condition will be snow. So on the next day, the 17th we know that the ground condition will be snow but it could be raining or a blizzard so on the 18th ground condition will have changed.


OnePingOnly said:
4) How are the "Possible Adjusted Results" in the "Summary Reference" section (center bottom) generated?

Nathangun said:
See my answer for question 2.


OnePingOnly said:
5) Is "Dug In" the same as "in fortifications?" (ref: 3. Apply Modifiers)

Yes.


OnePingOnly said:
6) I assume the 3 Infantry Bns of the 1 RCT use the "Battle Group-05 Infantry Battalion" TOE from the "Historical Formations" tab. Likewise, I assume the 1 & 2 TF use the "Battle Group 3-Mech Heavy Task Force." What is the TOE for the 1 & 2 Rec/1 RCT chits?

Nathangun said:
The T.O.E. the 1 & 2 Rec/1 RTC will be from the Armored Infantry and can only pick the Calvary Squadons, Calvary Troop and the Recon Plt.
The same for the T.F. Recon forces.
The German recon are Armored Infantry can only pick units from the Aufklarung units (not sure if thats spelt correct).


OnePingOnly said:
7) How does this translate into QB purchase? Will we be buying exactly what is in the TOE?

Nathangun said:
I'd like to give the player some freedom to choose but in past campaigns I found it can be abused like one time a player defending just bought off board cannon companies and a few F.O.'s which not in the spirt of a campaign I think.

So, the RTC infantry units can only be Infantry when stting up the QB.
Their recon as I described, are Armoured infantry - Calvary Squadron/Troop or Recon Plt units.
German recon are Armoured Infantry - Aufklarung units.
Then the T.F.'s, when setting up the QB are Mix - Armoured Infantry + Armoured.
The Fallschirmjäger are Lufwaffe - Airbourne Units.
The KG Bur is German Army - Armoured Infantry + Armoured , and the Pz Lo units are Waffen SS - Mix - Armoured Infantry + Armoured.

Artillery is allowed in all QB's.


OnePingOnly said:
8) Are any of the German units Motorized? It looks like everything is Foot, Mech, or Recon.

Nathangun said:
No mortorized units, it was an option but I decided against it.


OnePingOnly said:
9) After Battle Resolutions states that "Losses in CMFB = subtract a Heart from the unit." Is it ANY casualties, or somehow scaled?

Nathangun said:
Any casualties, so in the end screen if the casualties are over 50% the unit loses a heart on their strenght.


OnePingOnly said:
10) What's the difference between Major Town, Village, and Hamlet? IS it a +1 to the Defender in all or just some of these? St.Louis, Chateau-Concord, Rossau, and Tillet are all obviously Major Towns. What about places like St.Alby, St.Bootie (Beau-TAY, in Belgian :D ), etc.?

Nathangun said:
The hamlets and villages don't give any bonuses and the QB maps all seem to have buildings in most of them (I could be wrong) so game wise it doesn't really matter.
ST Louis, Rossau and Tillet are major towns, Chateau Concord will be a big country house kind of a thing.


OnePingOnly said:
11) Is ZOC for all units the 6 hexes immediately surrounding them?

Nathangun said:
Yes.


OnePingOnly said:
12) When ZOC is entered, is combat triggered? (I assume yes). Or does the moving unit actually need to enter the hex the stationary unit is actually occupying?

Nathangun said:
No, combat is not triggered. Movement must stop or the moving unit must attack into the hex the stationary unit is occupying.
 
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