Just downloaded the new file. I'll give it a go against the AI this weekend!
When I try to download the file, it won't let me. What am I doing wrong?
Bootie, I don't know about you, but the early bloodbath caused most of my survivors to duck & cover!
No need. I just got my work computer to successfully retreive the file.Mmm just tested the dropbox link further up the forum post from my work computer and had no problems. I can email it to you directly tonight when I get home.
Will be interesting to see how this develops after the 'lull.'
The reinforcements arrived.... there is no designated front line... this battlefield is a mess.. LOL
Im the Germans... my reinforcements have got massacred by a US HQ unit... LMAO.
Ok, finally have a chance to give some feedback. I haven't had time to go back and play in RT, so this will just be for wego. First things first, I had a lot of fun playing the scenario. It wasn't too easy, and it wasn't too hard. These are the types of scenarios I really like.
Map - Overall, it's well done and nicely designed. It has the right amount of flavor objects and detail for some good atmosphere. My biggest complaint is that there aren't enough gaps in the hedgerows to move your troops around. Some enclosed fields aren't even accessible. However, I don't know if this was intentional or not. I'm glad the troops had those demo charges, because they were a godsend. Without them, it would have been very difficult to attack the town without being forced to go down main street. I would recommend taking a look at adding some more gaps to the bocage.
Gameplay - I can sum it up in four words: Germans under every rock. I liked how they all ran around in the beginning. It gave a sense of surprise on their part. A slow and methodical attack on the town was the name of the game here. Carefulness was rewarded, while hastiness was punished. I found that out. Was it your intention for the fighting to be funneled down the main street? It certainly felt like it. Also, is there a reason why the command team is way on the other side of town from where your troops jump off? I was kind of curious about that. I actually played the first few turns several times to see if it was possible for the command team to book it out of Dodge without getting killed. I am happy to say, it is most definitely possible
. No real complaints with the gameplay, and I really didn't notice any timing issues or anything that stuck out like a sore thumb. It was all pretty fluid.
Briefing - I think this is the area that could use the most work. You went into great detail about a mission that you don't even end up doing, and you don't find out about it until the very last paragraph on the second page. Personally, I think a better approach to writing it would be to put yourself into the boots of a commander who is all ready to tackle one mission and another is given to him at the last minute. What would his commanding officer say to him? Probably something along the lines of "I know you were told to set up some roadblocks, but scratch that and get your butt into town as fast as possible. We have reports of a large contingency of Krauts down there, and we've been hearing gunfire coming from that direction. Unfortunately, one of our officers and his team is trapped there. Take that town and get them out." Try to make it a little more engaging for the reader with some sense of urgency. Hopefully what I'm saying makes sense.
All in all, a really great scenario that was a lot of fun! A little more polish will make it really shine.
Brilliant. Some areas are cut off intentionally to funnel Airborne when they first arrive to an extent. They have no terrain to capture or hold so I tried this process to funnel the US forces towards the Germans and give the greener German troops a chance to get a few first shots at them before the highly trained airborne can recover.
As for the demo charges, if I could I'm tempted to take them out or limit them severely, especially for the initial forces on map at deployment. Charges weren't used in the battle going by my research. Do you think this would make the mission simply to hard for the Americans? You can get into the town without going down the main street though.
Command team - That's Lt Smit who ordered his platoon to scout out the town while he and a buddy went souvenir hunting in the farm house. Of course the Germans arrived at the worse possible moment trapping the platoon leader in the walled farmhouse and the forces on the opposite side of town. Historically the HQ team hid submerged in the pig trough water out the back as the Germans occupied the walled farm house before fleeing south east and being lost for a couple of days. A small amount of VP is awarded to the Americans if this HQ team is alive at the end of the mission to reflect this. This is the 'Hide and Seek' objective I've hinted at before.
http://www.history.army.mil/documents/WWII/Cassidy/cassidy.htm <--- Scroll to the Three Patrol Action section for the historical bat rep.
Many thanks for testing and for the feedback.
A few quick final questions...
What was your result?
Did you think the Victory Point Breakdown was fair?
Was any side 'over powered'? Were the Airborne able to steamroll the Germans at any point?
Cheers