View Full Version : Project Diary: Anzac Campaign
23 March
In this first stage of the project we mostly try to do the historical research of the campaign.
We have also discussed some issues related to the campaign evolution and this has led to the first innovation element of this campaign.
So far we have divided the campaign in several "Theatre of Operations", and there has been some progress in the ToO Greece and ToO Crete.
Since this campaign will be designed for WinSPWW2 and the format of the maps will be similar with WinSPMBT, we have also started to do some map designing.
So far, 3 (huge) relief maps are ready (ToO Greece: Platamon, Thermopylae and ToO Crete: Maleme).
Furthermore the "Platamon" map is at Alpha stage, so you may take a preview of a small part of it (it includes 2 innovations).
http://www.shrapnelcommunity.com/threads/uploads/365478-Platamon.JPG
25 March
This couple of days we have research for map/photo resources related to the El Alamein region. And probably we will begin map designing of an area (coast) north of that region (ToO: North Africa).
We also started to do historical research around Rimini (ToO: Italy).
The (ToO: Greece) map Platamon is almost ready and soon we will start the scenario planning and the actual scenario designing (theoretical) on that huge (and smaller sections of that) map.
http://www.shrapnelcommunity.com/threads/uploads/413946-PlatamonBig.JPG
http://www.shrapnelcommunity.com/threads/uploads/413947-PlatamonGoggle.JPG
Double Deuce
21 Apr 06, 14:44
Do we have anything to post as an update on this project?
I know there is a hold up on some things until WinSPWW2 comes out but the map design and scenario templating should be continuing.
21 April 2006
Mike,
As you know the BETA of WinSPWW2 is a very (free) time consuming action... so the priorities (at least for me) is to make sure that the new gameplay elements of the WinSPWW2 engine, will run correctly.
Anyway, there has been some progress in the research field of the Italian campaign, the map designing development of the Italian, African, Cretan and Greek campaign.
There has also been some development on the scenario designing of the African campaign (but with the use of WinSPMBT engine).
Concerning, the development and innovations of the new elements of the campaign, there have been under FULL research and development and there are being materialize into a hybrid stand alone scenario (that will be included in the campaign).
As we speak, this hybrid scenario is at the final testing stage and soon will be available for evaluation (from the WinSPWW2 playtesting team).
The scenario uses ideas and techniques that have not been used up today.
So this will be a big surprise for the playtesters as well for the fellow designers.
Anyway, as soon as the WinSPWW2 DL version is being available to the public, this scenario will also be available (posted in the appropriate WinSPWW2 forum and of course by the SZO forum).
cheers,
Pyros
Here is the "Kalpaki" map
http://i55.photobucket.com/albums/g141/pyroslambert/kalpaki.jpg
cheers,
Pyros
Aeraaaaa !!!!!:horse:
(the equivalent of "banzai" in Greek! :))
5 May 2006
The first scenario of the ANZAC campaign is ready.
This scenario belongs to the pre-era ANZAC period of the campaign and the player may choose to play it or skip it in order to proceed to the ANZAC period.
Anyway, this scenario will also be available as a stand alone stock scenario (included in the WinSPWW2), so if anyone wishes to get a feel of the campaign he may give a try to this scenario.
The scenario name is slot 331 The Battle of Kalpaki '40 v7.
These past few weeks the project has slowed down due to other important projects but now we are going to resume normal activity.
One of the priorities will be to determine the size (points) evolution of the player's Core Force.
We are also working on the research and analysis of various battles covering the Crete, African and Italian campaigns.
Finally, while waiting for the release of WinSPWW2 we will try to analyze, some advanced techniques of the scenario designing.
cheers,
Pyros
We have started to evaluate the first version of the complete ToO_Epirus and the first battle of ToO_Crete (Maleme).
Meanwhile, the first chapter of ToO_Greece (Platamon) is under development.
Linked map technique
Look how the following maps give the impression of the continuation of events.
From the top to the bottom you may see the maps for ToO_Epirus 3rd scenario, then ToO_Epirus 2nd scenario and finally ToO_Epirus 1st scenario.
ToO_Epirus 3rd scenario map
http://i55.photobucket.com/albums/g141/pyroslambert/Kalpaki3.jpg
ToO_Epirus 2nd scenario map
http://i55.photobucket.com/albums/g141/pyroslambert/kalpaki2.jpg
ToO_Epirus 1st scenario map
http://i55.photobucket.com/albums/g141/pyroslambert/kalpaki1.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/kalpakiGogle.jpg
Photos from Epirus region
http://www.matrixgames.com/forums/upfiles/20194/6EB791D4E8F24EE0B437B4F07440F0BE.jpg
http://www.matrixgames.com/forums/upfiles/20194/BC6D333CCB0E4568BEA7FFC35414E321.jpg
One thing that might be different in the biggest part of this campaign is the way that the AI will behave during the battle.
By taking advantage of the 125 waypoints, we will try to anticipate the "logical" reaction of the human player and we are going to use PBEM tactics.
This means that the AI will try to avoid contact until the last minute and will use diverse tactics.
Anyway, take a look at one screenshot from the process of assigning waypoints.
http://i55.photobucket.com/albums/g141/pyroslambert/Platamon_3.jpg
The ToO_Greece chapter: Platamon is ready.
It includes three linked scenarios and it covers the historical battle of the Platamon Castle April 1941 Germany vs Anzac.
Scenario Platamon #3
http://i55.photobucket.com/albums/g141/pyroslambert/scen3b.jpg
Scenario Platamon #2
http://i55.photobucket.com/albums/g141/pyroslambert/scen2b.jpg
Scenario Platamon #1
http://i55.photobucket.com/albums/g141/pyroslambert/scen1b.jpg
Historical Map
http://www.nzetc.org/etexts/WH2-21Ba/WH2-21Ba041a.jpg
View from the Castle of Platamon
http://www.nzetc.org/etexts/WH2-2Epi/WH2-2Epi-i014a.jpg
http://www.nzetc.org/etexts/WH2-21Ba/WH2-21BaP007b.jpg
http://www.nzetc.org/etexts/WH2-21Ba/WH2-21BaP008a.jpg
http://www.nzetc.org/etexts/WH2-2Epi/WH2-2Epi-i013c.jpg
http://www.ibiblio.org/hyperwar/ETO/East/Balkans/Campaigns/img/Campaigns-21.jpg
http://www.nzetc.org/etexts/WH2-2Epi/WH2-2Epi-i013b.jpg
These are the visual aids to design a map (Pinios gorge action)
http://www.nzetc.org/etexts/WH2Arti/WH2Art009a.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/PINIOS7.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/PINIOSearth2.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/PINIOSearth1.jpg
The ToO_Crete, Chapter: Maleme historical scenario "Assault on Maleme Airfield" is ready.
This is the basic form of a map (Pinios Gorge) after 3 hours of work.
This map is 80% accurate concerning the topographic elements of the location.
http://i55.photobucket.com/albums/g141/pyroslambert/PINIOS7.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/Pinios_LS.jpg
The 2nd Chapter: "Retreat to Thermopylae" of the 2nd ToO_Greece is almost ready.
Here are 2 maps of the 2nd ToO / 2nd Chapter:
Pineios Gorge
http://i55.photobucket.com/albums/g141/pyroslambert/Pineios_Gorge.jpg
http://www.ibiblio.org/hyperwar/ETO/East/Balkans/Campaigns/img/Campaigns-29.jpg
http://www.ibiblio.org/hyperwar/ETO/East/Balkans/Campaigns/img/Campaigns-30.jpg
Fourka Pass
http://i55.photobucket.com/albums/g141/pyroslambert/Fourka_Pass.jpg
...and this is the satellite image of the location of the second map
http://i55.photobucket.com/albums/g141/pyroslambert/Fourka_Pass_photo.jpg
http://www.matrixgames.com/forums/upfiles/20194/CB7E8FB6008A44FFBDF53C627058FC6C.jpg
Here are the basic AI tactics of the German advance at the Pinios Gorge.
In one phrase; Historical maneuvers, on a Historical topo map with a Historical deployment.
http://i55.photobucket.com/albums/g141/pyroslambert/Pinios_Gorge_tactics.jpg
This is a screenshot (Waypoint MODE) from the analysis of the ALPHA version testing (turn 14 from Platamon 2 scenario).
As the following picture is showing the AI behaviour is subject of continuous human intervention through all the duration of the battle.
This will technically create the impression of an advanced AI behaviour and it will eventually force the player to deal against sophisticated PBEM tactics.
http://i55.photobucket.com/albums/g141/pyroslambert/Platamon2_Trn14.jpg
NEW TYPE OF MISSION: CONVOY
In the Furka Pass (2nd mission of 2nd Chapter of ToO_Greece) you will experience one new type of mission which is characterised by the interdiction of an active convoy of vehicles.
The AI vehicles will follow a pre-defined route and will exit of the map upon reaching the final waypoint of the pre-determined WP path.
The objective of this mission for the human player will be to kill as many enemy units as he can in order to score the cost points of the killed units at the end of the mission and achieve this way a possible victory.
AI movement with the use of more than 6,000 waypoint marks!!!
http://i55.photobucket.com/albums/g141/pyroslambert/FourkaPass_convoy.jpg
Here is the cover page of the installation program of the ANZAC BETA.
http://i55.photobucket.com/albums/g141/pyroslambert/ANZAC_BETAcoverpicture.jpg
Very impressive maps...
From which tool do you het that very detailed elevation map?
Artur.
Hi Artur,
Everything you need to know about the map creation is found inside this thread:
Free TOPOGRAPHIC PROGRAMS -map designing powertool
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=410871&page=0&view=collapsed&sb=5&o=&fpart=1
cheers,
Pyros
Here is a small update.
ToO_Grece / chapter: Retreat to Thermopylae / scenario: "At the gates of Lamia" is ready for alpha testing.
The scenario designing of the ToO_Greece / chapter: "The last stand at Thermopylae" has already started.
The map designing of ToO_Greece / chapter: "Airborne Assault at the Canal of Corinth" has already started.
The map designing of additional mission of the Maleme chapter has already started.
This is the map (in Waypoint Mode) of
ToO_Grece / chapter: "Retreat to Thermopylae" / scenario: "At the gates of Lamia"
In general all scenarios of the chapter: "Retreat to Thermopylae" are very challenging and the player will have to be very cautious as he will be outnumbered and outclassed by the enemy.
http://i55.photobucket.com/albums/g141/pyroslambert/FourkaB.jpg
Here is the full size huge map of Thermopylae area.
To the North, North-West there are a lot of swamps.
To the East there is the village of Molos and to the north there is the small village of Aghia Trias.
In the west mountain you may also notice the Monastery of Aghios Nikolaos.
http://i55.photobucket.com/albums/g141/pyroslambert/thermopylae.jpg
Here is some historical data and photos:
http://www.nzetc.org/etexts/WH2Arti/WH2Art014a.jpg
http://www.nzetc.org/etexts/WH2-25Ba/WH2-25BaP007b.jpg
http://www.nzetc.org/etexts/WH2Arti/WH2Art026b.jpg
http://www.shrapnelcommunity.com/threads/uploads/410956-thermopylaeA.JPG
Don Maddox
29 Jun 06, 10:37
Very interesting thread.
Thank you Don.
Btw, I wish to thank you and Mike Torrance (our great Steel Panthers Forum Moderator), for hosting the development of the ANZAC project under a private SZO sub-forum.
cheers,
Pyros
Gentlemen,
FYI, I have (edited) added historical photos to each post (from the beginning) of this thread.
This way you may have a look at the historical locations of these battles.
cheers,
Pyros
D.A.D.M. (Dual Adjustable Difficulty Model)
Few words concerning the Dual Adjustable Difficulty Model of this campaign:
If the player (after finishing a mission) scores a Draw (and below) then this player will receive as replacement/upgrading allowance approx 50-100 fixing points and 30-50 Aux (support) points before beginning his next mission.
In the other hand any Marginal or Decisive victory will result that the player will only receive approx 20-50 fixing points and none Aux point.
This system will work fine for the 85 % of the players, but what about the 15% ??
In order to give an extra challenge to the elite players we have added a small innovation in the mission advance mechanism:
In certain occasions, if the player manages to win a series of 2 missions with 2 continuous MV and/or DV then after the end of the second mission the player will be redirected to a modified mission that will be called the X-mission.
The X-mission will be a modified mission of the basic missions for that level with the addition of several elements that will raise considerably the game-play difficulty.
These elements could be anything critical for that mission; as for example more AI active patrols, more AI medium artillery, more AI ammo containers and/or better AI Air reconnaissance.
The point of an X-mission will be to inflict moderate casualties to the player's core force and to force him to score a Draw.
Case Study: Platamon #3
Comparison between Historical conditions and Scenario conditions
One interesting detail concerning Alpha testing feedback is to check whether the historical conditions are met and whether history is repeating itself.
First, read a small section from the historical archives (concerning the German attack on the Platamon castle):
That night, 15-16 April, 2 Panzer Division sent up reinforcements—1/304 Infantry Regiment and more engineers and artillery. The Germans now had 100 tanks, one battalion of infantry (1026 men), the reinforced Motor Cycle Battalion (more than 1050 men), 1/74 Artillery Regiment (twelve 105-millimetre and four 150-millimetre guns), and other artillery and specialist units. These opposed 21 Battalion, one troop of 25-pounders and one section of engineers, a total of little more than 700 men. So effective had been the fire from the four 25-pounders that 2 Panzer Division estimated that from two to three troops (8-12 guns) were in support of the castle position.
Balck decided to attack again from front and flank. The 2nd Motor Cycle Battalion was to re-attack Pandeleimon, supported this time by 1/304 Infantry Regiment; ⅓ Panzer Regiment, with one company of infantry under command, was to attack frontally; the artillery was to fire a preliminary bombardment and would then give close support. To Balck's annoyance contact was lost during the night between tanks, infantry and motor cyclists, and it was not possible to synchronise the attack. At nine o'clock in the morning of the 16th, following a deception attack at first light, the bombardment started against the castle and surrounding field positions. On the flank the Motor Cycle Battalion attacked with one company moving up behind Pandeleimon, the other three on front and flank. After a very bitter struggle with little success the appearance of 1/304 Infantry Regiment coming up to give support turned the tide, and Pandeleimon was captured with all field positions in the area. Success gave the opportunity to move down the ridge along a good track to roll up the rest of 21 Battalion.
http://www.ibiblio.org/hyperwar/ETO/East/Balkans/Campaigns/img/Campaigns-22.jpg
The tanks had been accompanied by engineers to help force a passage, and their story is well told by a participant:
The right-hand company of tanks forced its way forward through scrub and over rocks, and in spite of the steepness of the hillsides got to the top of the ridge. The country was a mass of wire obstacles and swarming with the enemy. In the thick scrub visibility was scarcely a yard from the tanks, and hardly a trace was to be seen of the enemy except an occasional infantryman running back. The tanks pressed forward along a narrow mule path. Many of them shed their tracks on the boulders, or split their track assemblies, and finally the leading troop ran on to mines … and completely blocked the path. A detour was attempted. Two more tanks stuck in a swamp and another was blown up on a mine….
Colonel Macky withdrew his battalion a few minutes before ten o'clock, and Balck signalled to 2 Panzer Division that the castle had been captured at five past ten; he said that his forward units had suffered 25 per cent casualties. The 21st Battalion got clean away, crossed the Pinios River, and by nightfall reached the village of Tempe at the western end of the gorge; its casualties had been light—36 killed, wounded and missing.
The Germans tried to press the pursuit, but immediate advance was impossible as the tanks could not get down the castle ridge. The infantry, badly mauled, needed reorganising. The tunnel through which the railway passed the castle ridge almost at the edge of the sea had been so thoroughly blown that the engineers estimated it would take five days to clear. Actually temporary repairs were effected sooner, but as late as 20 April engineers reported that the tunnel kept falling in and no set time could be given for repairs. One company of tanks tried to get forward along the edge of the sea but found this impossible. In the end the tanks were towed over the ridge, such a slow process that only 25-30 tanks had been got across by eleven o'clock next day.
Now you may examine the actual situation (picture) around the castle location (on turn51) from the Platamon #3 scenario (the savegame was provided by an excellent Alpha Tester)
http://i55.photobucket.com/albums/g141/pyroslambert/Platamon_51.jpg
Now you may examine the Status of most of the German tanks on turn51... the majority of them have been immobilized due to the rough terrain!
http://i55.photobucket.com/albums/g141/pyroslambert/Platamon_51_score.jpg
Some Scenarios are very demanding in terms of coordination between AI troop movement and AI artillery mission direct control.
One of these scenarios is the first scenario of the ToO_Greece / Chapter: Last stand at Thermopylae.
Historically this scenario simulates the first contact between the advanced elements of the 25 Bn and the advancing German elements of the 112 Recce plus an armored force from the I/31 Pz Regt and elements from the 72 Cycle.
The outcome of this action was the retreat of the 25 Bn further back in order to form a defensive line and avoid this way the encirclement maneuver from the 112 Recce group.
http://i55.photobucket.com/albums/g141/pyroslambert/map_1.jpg
Here is the map for this scenario, defining the area inside the red rectangle.
http://i55.photobucket.com/albums/g141/pyroslambert/Thermopylae_1a_map.jpg
The only difference between this historical battle and the scenario under development is the existence of the player's core force.
So in order to reset the balance in terms of historical conditions there should be a technical increase in terms of the attacker's firepower.
This will be achieved by the use of additional artillery support in favor of the advancing AI troops.
The artillery missions will all be predefined using a special artillery technique that will allows 1 full barrage per gun.
This way, the AI will have in hand more than 250+ artillery missions; consisting of heavy, medium and light off-map artillery batteries.
But if you take into consideration that the game's engine limits the preallocation of an artillery mission within the first 42 turns, then this will increase considerably the density (for each turn) of the total artillery missions for the first 42 turns.
Precisely, by dividing the number of missions with the number of turns we have 250/42= 5.95 artillery missions per turn.
This makes the pre-assignment of artillery targets a very complicated task since the battlefield is a dynamic environment and the artillery missions must proceed of the advancing AI army.
In order to deal with this issue there is need of making a complete simulation of the unopposed AI movement during the first 50 turns.
This way the designer may estimate the displacement of the AI lines and he may accurately assign supportive artillery strikes ahead of the AI advance.
The following picture displays a small sample of the AI advance (monitoring process) in relation with the turn progress.
http://i55.photobucket.com/albums/g141/pyroslambert/turntotal_numB.jpg
Wow! A fantastic body of work. Being Australian I find this topic very interesting although the work done here demands attention regardless.
cheers
Daniel
Thank you danrh,
The point of this campaign is to try and recreate the exact conditions in which the ANZAC forces stood ground and fought against the German advance.
cheers,
Pyros
The chapter: "Last stand at Thermopylae" is almost ready.
Soon it will pass the final Alpha testing and then it will be ready for BETA testing.
Here is a screenshot of the early Alpha testing of the 2nd scenario Platamon #2.
This is a hypothetical situation in which the right flank of the defenders at Ayia Trias is being attacked by a combined force; formed by I/304 Rgt, a task force of the I/3 2nd Pz division and a amphibious assault of a Brandenburg Bn (invasion fleet arrived from the isle of Ebeia).
In the following picture (at turn 16) you may notice how effectively the advanced AI artillery control is creating a cover of smoke around the invasion fleet.
In many of these scenario the AI has (at least during the early stages of the battle; up to turn 40) the tactical initiative.
http://i55.photobucket.com/albums/g141/pyroslambert/Thermopylae2.jpg
Daily Reports concerning the action at the Pinios Gorge from the German POV
(text from daily reports from ww2daybyday and pictures from various sources)
http://i55.photobucket.com/albums/g141/pyroslambert/Pineios_Gorge.jpg
XVIII.A.K. (Katerini)
Heavy fighting for the mountain exits to Ellason and Larissa on both sides of the Olymp. Main effort at 6.Geb.Div. east of the Olymp.
As the Korps is informed that the left battlegroup encounters heavy resistance at the Pandeleimon it decides to put the main effort to the right battlegroup. The 6.Geb.Div. receives order to start the outflanking manouver.
2.Pz.Div.:
10:35 the first engineers attack the fortress Pandeleimon from the left. 11:00 the enemy positions are rolled up and taken. The enemy withdraws into the Tembi narrow. But now the battlegroup has to clear the path across the Pandeleimon. Just tracked vehicles are able to pass it after the mines have been removed. The rest has to wait until the 500m long tunnel is cleared.
Two engineer companies clear 350cbm stone. A little further the only way to advance was the railway embankment.
http://i55.photobucket.com/albums/g141/pyroslambert/WH2-2Epi-i013b.jpg
In the afternoon the village of Engani north of the Pinios estuary is taken.
6.Geb.Div.: 14:45 the division receives order to start marching across the mountains to outflank the enemy positions as planed.
Geb.Jg.Rgt.143 reaches the area east of Leptokaria around noon. The 2./143 leaves the road and climbs up the mountains first to reconnoit the terrain. All infantry elements except one company and Pz.Jg.Abt.47 which have to stay back to organize the supply follow. The movement is exhausting for the soldiers which did not receive warm food since 12 days. In the night 16./17. the 2./143 reaches the Kalipefki a highpass between two mountains. After a short break the company continues to climb down towards Gonos.
17.April 1941
XVIII.A.K.
2.Pz.Div.: Aj.Dimitros. Elements of the divisions enter the Tempe valley from the east.
- The left battlegroup advances from engani and is stopped in the morning at the entrance to the Tembi valley. The bridge across the Pinios is destroyed and enemy fire comes from the left and right of the valley. I./Pz.Rgt.33, Geb.A.A.112 are pinned down. Further elements are stopped far behind to prevent more casualties.
6.Geb.Div.: At 12:00 the 2./143 reaches Gonos. The mass of the division is following through the mountains.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-19.jpg
In the early morning Ju-52 drop supply for the division at several locations. The division request supply to Gonos and at Kalipefki tomorrow again.
III./143 is the first battalion which reaches Gonos while I., II.Btl., I./Geb.A.R.118, I./Geb.A.R.95 reach the Kalipefki. Geb.Jg.Rgt.143 is following at the end. All elements march also during the night with small breaks. Several soldiers and mules fall down. Heavy rain and storm starts in the night 17./18.
19:00 The divisonal headquarter is set up in Gonos. 22:00 Meeting to discuss the action for tomorrow.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-14.jpg
18.April 1941
XVIII.A.K.
2.Pz.Div.:
- In the early morning elements of Geb.A.A.112 enter the Tembi valley. At 5:00 the A.A. attack Tembi but is pinned down 3km before the town by heavy enemy fire.
12:30 Geb.A.A.112 tries again to attack Tembi without success. Slowly some tanks enter the valley and advance in the heavy terrain. The have advanced on the railway embankment to the tunnel near the valley entrance where a large explosion destroyed the railway.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-29.jpg
The tanks drove down the embankment and cross the river diagonally (150m) which was very dangerous. Enemy artillery disturbs the movement. As the road on the southern side of the river is also desotryed at several locations the tanks can join the battle for Tembi very late.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-23.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/WH2GreeP032b.jpg
Until 15:30 Geb.A.A.112 is able to advance very close to Tembi.
Then elements of II./304 attack the village over the positions of the A.A. and take it under flanking fire from the heights in the east.
16:45 the enemy positions at the destroyed railway bridge are taken.
Until 18:00 the battlegroup has to fight its way through the valley against camouflaged AT-positions and machingun-nests.
As they reach the exit of the valley the tanks and half-tracks advance with mounted infanty fast towards Makrihorion.
20:00 2km southeast of Makrihorion the battlegroup is attacked by 14 british tanks. Several can be destroyed but the advance is stopped by enemy resistance and artillery fire.
6.Geb.Div.: 6:00 Ju-52 drop supply at Kalipefki.
1) I./GJR.143 sends a platoon to the destroyed railway bridge 4km east of Gonos to check if it is passable. If possible the platoon stays there.
http://i55.photobucket.com/albums/g141/pyroslambert/WH2Eng19b.jpg
8:00 the battalion starts a feint attack in the sector Parapotamos – Evangelismos to draw the attention away from the attack on the left wing of the division. I./Geb.A.R.118 supports the attack by shelling enemy positions.
2) III./GJR.143 starts to attack at 8:30 and crosses the Pinios river. The battalion throws back the enemy forces on the southern bank and establishes a bridgehead.
3) At the same time 2./143 with subordinated engineer platoon crosses the Pinios and advances if possible unrecognized by the enemy towards Larissa via the western mountainsides of the Erimon mountains.
4) II./GJR.143 which is arriving shall detach a company to the north on the northern side of the Pinios to attack the Menekses pass on the road Elason – Larissa (where elements of 2.Pz.Div. fight) from the back.
In the night the division sends out several Spähtrupps to find good locations for the attack in the morning. I., II./GJR.143 are moving to Gonos in the night and rest there to the morning. The morning is clear and sunny.
6:15 the platoon of I./GJR.143 which advanced to the railway bridge encounters enemy positions and receives fire.
6:40 Enemy artillery attacks Gonos and the assembly areas of the regiment.
8:00 I./143 starts the feint attack.
Shortly afterwards the first soldiers of III./143 swim through the Pinios river southeast of Parapotamos to establish bridgeheads. The australian defenders are totally surprised and cannot set up a organized defense.
8:30 the rest of the III./143 crosses the river on empty barrels, wood beams etc.. Under fire the battalion crosses the river within 30 minutes with just light casualties.
10:40 All enemy resistance around Parapotamos is broken. The battalion expands the bridgehead and helps the II.Btl. to cross the river also. The enemy withdraws fighting into the Eriwan mountains.
11:30 the feint attack of I./143 is stopped because of the good progress of the other battalions. The I./143 starts to cross the river at Evangelismos. Immediately enemy artillery and machinegunfire starts but a company makes it across the river and establishes a bridgehead. One by one the companies cross the river and reach the southern side of the Pinios.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-24.jpg
Around 12:00 the division decides to put the main effort to the right wing and attack the enemy forces in the Eriwan mountains.
13:30 Geb.Jg.Rgt.141 which arrived in Gonos in the meantime receives order to cross the Pinios at Parapotamos attack Makrihorion and advance along the railway. Artillery guns of I./Geb.A.R.118 and I./Geb.A.R.95 are attached to the battalions as close support.
16:00 GJR.141 crosses the river and pushes the enemy back to Makrihorion.
Despite the river has been crossed at three location the attack of the division makes slow progress because of occasional unexpected enemy intereference. The fighting in the area continues until the late evening.
While Stukas attack enemy rear units in the earea Larissa the light mountain artillery of the division is involved in a artillery duel with enemy bateries south of the river. At 14:00 Stukas successfully attack the enemy batteries.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-16.jpg
After the I./143 has reorganized in the bridgehead the battalion attacks towards Evangelismos and the height left and right to it.
17:30 After heavy fighting the enemy resistance in Evangelismos decreases. The enemy positions are rolled up with fire support from Makrihorion. The enemy withdraws to the southeast pursued by german forces.
18:45 the division orders Geb.Pu.Btl.91 to construct a small bridge to bring the artillery across the river.
Shortly afterwards the newly arrived III./GJR.141 crosses the Pinios on ferries 3km south of Gonos and follows the regiment.
20:45 III./GJR.143 takes height 522. Geb.Jg.Rgt.141 cleared the area and advances via Makrihorion.
http://i55.photobucket.com/albums/g141/pyroslambert/WH2GreeP034a.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/WH2GreeP032a.jpg
The Eriwan heights are in german hands. The left wing starts to pursue the enemy with elements of the 2.Pz.Div. which come from the Tembi valley.
Late in the night the elements of the division stop and rest. During the night all remaining elements cross the Pinios and reach the southern bank of the river until 5:00 (19.April).
This is the basic landscape map of the final chapter for ToO_Greece : The Corinth Canal.
Basic landscape map:
http://i55.photobucket.com/albums/g141/pyroslambert/map_corinth.jpg
Satellite view of the region (Corinth, GREECE):
http://i55.photobucket.com/albums/g141/pyroslambert/Corinthos_goggle.jpg
Close view of the NW canal exit:
http://i55.photobucket.com/albums/g141/pyroslambert/Corinth_google2.jpg
Hi,
This may be of some interest.
THE CORINTH CANAL - CORINTHIA, PELOPONNESE GREECE
http://upload.wikimedia.org/wikipedia/commons/thumb/4/49/Corinth_Canal_2.jpg/450px-Corinth_Canal_2.jpg
The famous Corinth Canal, which separates the Peloponnese from mainland Greece, connects the Gulf of Corinth with the Saronic Gulf. The Corinth Canal, though only completed in the late 19th century, was an idea and dream that’s dates back over 2000 thousand years.
http://www.aroundgreece.com/images/corinth-canal-old-1.jpg
The strip of land that connects the Peloponnese and mainland Greece is called the “Isthmus”. At it’s narrowest point, it is only 4 miles wide, and in ancient times, one could see from one side to the other.
Before the Corinth Canal was constructed, ships had to travel all around the Peloponnese, which added approximately 185 nautical miles, and several days more travel to their journey time.
The Ancient Greeks devised a solution to the problem of the extra length of the ships’ journey when the “Diolkos” was constructed. This was a stoned path, paved with limestone, which ran along from Schinous on the Saronic Gulf to Poseidonia on the Corinth Gulf. The name “Diolkos” means a “movable platform”.
http://www.corinthcanal.com/images/gallery/history010.jpg
The tyrant of Corinth, Periander, was the first who envisioned the Corinth Canal in 602BC, but the technical capabilities in ancient times made his idea impossible to carry out. Instead, he developed the “Diolkos”, which more than served its’ purpose.
Along the “Diolkos” ran the “olkos”, which was a wheeled vehicle onto which ships were actually lifted onto, and taken over land from one side to the other. Not all ships could use the “olkos” due to their size, but in many cases, the cargo of ships was taken off at one side, and transported to the other, where a second ship would be waiting to load on the cargo. Today, there are still sections of the “diolkos” that one can still see.
http://www.aroundgreece.com/images/corinth-canal-old-3.jpg
There were many others who intended to start the construction of the Corinth Canal, but for a number of varied reasons, the project never took off. Demetrius Poliorkitis, King of Macedon was one who tried in 300 BC, but with no positive results.
Amongst reasons stopping him was the belief that Poseidon, God of the Sea, opposed the joining of the Aegean and the Adriatic. This was also a fear that stopped Julius Caeser and Emperors Caligula and Hadrian from starting construction of the canal.
http://www.aroundgreece.com/images/corinth-canal-old-4.jpg
The first serious attempt at the canals construction was by Emperor Nero, who in 67AD, announced to spectators at the Isthmian Games that he was going to dig the canal that would "connect the two seas".
Nero in fact dug the first piece of land out himself, using a golden pick, and carried this first basket of earth and turf on his own back. However, even though Nero had approximately 6000 slaves who would work on the canal, again, the plan never materialized, for several reasons, including financial ones.
http://www.korinthia.net/p/0056.jpg
The idea for the canal was left unfinished, until it was revived again during the late 1800’s. After several false starts, the Corinth Canal was finally completed, and put in use, on October 28th 1893.
The work on the canal was carried out by a combination of French and Greek workmen. The Corinth Canal was actually based on the “Panama ans Suez Canals”, and has often been referred to as the “step-child” of these canals.
The Corinth Canal is still in use today, though many newer and larger ships are too large to pass through any more. However, the canal is still used by many smaller ships, and there are also cruises organized where you can travel on a boat along the canal.
http://www.corinthcanal.com/images/gallery/history010.jpg
FACTS ABOUT THE CORINTH CANAL
Length: 6343 meters (3.94 miles)
Width at land level: 24.60 meters
Width at Sea Bed: 21.30 meters
Water Depth: 8 meters
Highest Point from Sea Level: 79 meters
Specifications
http://i55.photobucket.com/albums/g141/pyroslambert/graph1.gif
• The bearing of the Canal is 131,5 degrees, or 311,5 degrees and it intersects the Isthmus of Corinth, forming a straight line through it. It cuts through the uneven landmass of the Isthmus, which reaches a maximum height of 79 metres above sea level.
• The total length of Canal amounts to 6.343 metres, 54O metres of which are taken up by the ports of Poseidonia and lsthmia at either mouth of the Canal.
http://i55.photobucket.com/albums/g141/pyroslambert/spec.gif
• The measurement of the Canal is located on the Canal's axis, from a point fixed at 83 metres from the Poseidonia jetty, ending at a point on the axis fixed at 40 metres off the Isthmia jetty.
• The maximum width of the Canal that is safe for navigation is 24.60 metres at Sea level and at mean low water level, and 21.00 metres on the bottom. The depth of the Canal on the axis is 8.00 metres from mean Low water level.
• The maximum air-draft of the Canal is limited to 52m because of the rail and road bridges.
This is the second stage of the map designing of the Corinth Canal map.
During this stage, (using the basic landscape map) there have been added the following important gameplay elements with the following order:
1. Impassable Terrain
2. Rough Terrain
3. Historical Road and Rail network
4. Historical mule-trails
Next and final stage will be the addition of the decorative elements (buildings, trees etc...)
Here is the map after the second stage of the designing process:
http://i55.photobucket.com/albums/g141/pyroslambert/corinth3.jpg
Some historical details concerning the chapter: The Corinth Canal
(from nzetc.org)
The Corinth Canal
Preparations for Defence
TO defend the Corinth Canal area, and more particularly the bridge, a miscellaneous collection of units had been assembled, haphazardly and with no unity of command. In the earlier stages of the campaign eight 3·7-inch anti-aircraft guns, eight 3-inch and sixteen Bofors guns had moved into position. Some of the last named were in the immediate vicinity of the canal; others were to the south along the road to Argos. On 23 April, when it was feared that the enemy advancing from Ioannina would reach the Gulf of Corinth, the Greeks had sent a small force to Navpaktos and their Reserve Officers Battalion to Patrai. Having similar worries, General Wilson had sent 4 Hussars to protect the south bank of the canal and patrol the nearby shores of the gulf. With only twelve tanks, six carriers and one armoured car, the regiment, most of whose personnel were now riflemen, was responsible for a front of 70 miles. Consequently only four tanks were in the immediate vicinity of Corinth.
http://i55.photobucket.com/albums/g141/pyroslambert/wayoutofthermopylae.jpg
That night, at the request of Brigadier Steel (CRE Anzac Corps), 6 Field Company which had been working with the Australians about Thebes was sent to the coast some three miles east of Megara and from there had to maintain the highway to and across the canal bridge. As explained to Captain Kelsall by Brigadier Puttick, ‘it was his route out … it was badly straffed by dive bombers, and blocked … by refugees, carts and donkeys going to the Peloponnese.’ Kelsall had to maintain the highway, prepare the bridge for demolition, repair it if it was bombed and, if that was not possible, to see that 4 Brigade could cross by a pontoon bridge. So next morning, 24 April, No. 2 Section (Lieutenant Wheeler1) was sent to prepare the bridge for demolition. The girders were strapped with gun-cotton and extra explosives placed under the abutments; TNT or gelignite was placed in the centre and wired to safety fuses at the south end. ‘It was the first bridge of that type
which we had seen so we made certain of the job, having plenty of explosive. The general plan was to blow it so that it would drop and block the Canal.
http://i55.photobucket.com/albums/g141/pyroslambert/WH2GreeP039a.jpg
The same day, as a result of the absence of air cover, a revised embarkation programme2 was drawn up at Headquarters W Force. Less use would be made of the beaches in Attica and more use of destroyers and the southern port of Kalamata. As the retention of the canal and the defence of the Peloponnese were then vitally important, Headquarters W Force sent Colonels J. S. Blunt and C. D. Quilliam to study the situation. They reported that Patrai was ‘normal and quiet’ but that the Greek commanders at both Corinth and Tripolis, though friendly, wanted authority from Athens for any future action. Brigadier Lee was appointed area commander of the Peloponnese with definite instructions to be prepared for landings on the airfields, and Isthmus Force was formed to defend the canal area.
The Brigadier hastened to the canal area. That night (24–25 April) when Allen Group was crossing the bridge he asked the Australians for a battalion ‘to help guard the area against possible attack by German armour from the north or against paratroops.’1 Three companies and two platoons from 2/6 Battalion were then detached, one being placed on the north side of the bridge, another with the two platoons going to the airfields near Argos and the third to the Corinth area to join 4 Hussars.
http://i55.photobucket.com/albums/g141/pyroslambert/WH2Gree414a.jpg
On the same night Major Rattray had brought up to Brigadier Puttick from Headquarters W Force, now in Athens, the instructions about Isthmus Force. It would consist of a company of infantry, 6 Field Company already in the area, one section of 122 Light Anti-Aircraft Battery and one troop of 7 Armoured Division Field Squadron, Royal Engineers.2 If 4 Brigade, as was then planned, was evacuated from Megara on the night of 26–27 April, the force would blow both the road and the bridge and then hasten to embark from Navplion. Should the Navy fail to appear the brigade would withdraw across the canal, the force then coming under the command of Brigadier Puttick.
http://www.nzetc.org/etexts/WH2-19Ba/WH2-19BaP010a.jpg
http://i55.photobucket.com/albums/g141/pyroslambert/WH2Pol03a.jpg
At 4 a.m. on 25 April Major R. K. Gordon was ordered to take B Company 19 Battalion to the canal area. There he would command Isthmus Force, carrying out the orders from W Force and an instruction from Brigadier Puttick that the road from the north-west through Loutraki must be held in strength. Leaving Lieutenant Heiford3 to take the company to a defensive position north of that village, Gordon went ahead to the canal area, where he expected to meet representatives from the other units of Isthmus Force. Apparently their orders did not arrive until the afternoon for no one appeared at the meeting place. However, the anti-aircraft guns were in position; the engineers were completing their work about the bridge; and, to his surprise, Gordon found the company of Australian infantry on the north side of the canal in defence of the bridge and under the command of Colonel E. G. G. Lillingston of 4 Hussars.
http://i55.photobucket.com/albums/g141/pyroslambert/Retreat.jpg
In his instructions Gordon had not been told about this defence system being arranged by Lee Force, nor had Lee Force any information about the New Zealand company. It was therefore doubtful who was to be in command of the canal area; Gordon had his orders but Lillingston was the senior officer. To clear up the confusion Gordon visited Headquarters Lee Force at Argos, but he got no satisfaction and decided not to hand over his force until ordered to do so by Headquarters W Force. Much time was wasted discussing who would give the orders for 4 Hussars to withdraw and it was evening before Gordon, still without definite instructions, was back across the canal checking the position of his company at Loutraki.
http://www.nzetc.org/etexts/WH2-26Ba/WH2-26BaP008a.jpg
The platoons were on high ground about three miles north of the village and Gordon was satisfied with their positions until he was on his way back to establish headquarters near the canal. The country on either side of it was so suitable for parachute landings that he returned to his company and, in spite of the late hour, transferred two platoons to an area some 700–800 yards north of the canal.
That night, 25–26 April, several other units entered the canal area. The Australian company which had been detached to join 4 Hussars had finally been ordered by General Freyberg to clear a detour through the bomb-damaged streets of Corinth. That task complete, it had been sent to defend the ridge overlooking the road to the south of the canal.
http://i55.photobucket.com/albums/g141/pyroslambert/Anzac_rest_time.jpg
Sixth Field Company, whose bivouac area east of Megara had become untenable because of strafing, moved across the canal to an area about two miles south of Corinth. Major Rudd, who had been acting CRE, rejoined Headquarters, which was in an olive grove with No. 1 Section (Lieutenant J. O. Wells); farther along the road was No. 3 Section (Lieutenant St. G. W. Chapman).
Finally, about 2.30 a.m. on 26 April, C Squadron New Zealand Divisional Cavalry Regiment (Major Harford1) came through from the Mazi area with the carrier platoons of 22 and 28 (Maori) Battalions. The journey had been delayed by petrol shortages and engine trouble and the 22 Battalion carriers, by missing the turn-off, had gone south of Corinth and out of the area in which the paratroops were soon to land. The cavalrymen and the Maoris, however, had halted in the olive groves on the terraces between Corinth and the canal bridge. Once it was daylight Harford proposed to carry out the orders given to him at Divisional Headquarters at Mazi: to report to the ‘OC Isthmus Force’ and, on the withdrawal of 4 Brigade across the canal, to move his detachment westwards to Patrai and then southwards to Kalamata.
But the Germans had their own plans for the Corinth Canal...
http://i55.photobucket.com/albums/g141/pyroslambert/Approaching.jpg
This is the third stage of the map designing of the Corinth Canal
During this phase there have been added mostly decorative elements with the exception of several Tall Buildings.
These Tall Buildings are special buildings that provide an advantage in LOS and Cover.
Precisely these buildings contain hexes that are elevated up to 4 levels in relation with the relative ground level.
So, these buildings are ideal for positioning an MG or Sniper unit.
http://i55.photobucket.com/albums/g141/pyroslambert/corinth5.jpg
Here is a screenshot from the Alpha testing of the first scenario of the Corinth Canal chapter.
Two Airborne German battalions have just landed and will try to capture the Canal Corinth bridge intact.
Your core force has just arrived.... so it is up to you to re-write history! :smoke:
http://i55.photobucket.com/albums/g141/pyroslambert/Corinth_screen1.jpg
The Designing of ALL maps and Scenarios for the first stage of the ANZAC project (except 2nd Maleme scenario) has finished and the only thing left is the completion of Alpha testing.
The first part of the campaign is scheduled to be released around the end of July but if the Alpha testing progress (currently at 70%) is not completed by that time, then the release may be postponed for a later date.
During the next period of time, there will be presented a brief analysis of the complicated campaign mechanism (adjustable difficulty) and all the innovations included in this project.
But for the moment here is a brief story of what happened during the German attack at the Corinth Canal (Text & Pictures from NZTEC and STRATIOTIKI ISTORIA).
The Germans Attack from the Air
Now, on 24 April Marshal List had decided that the narrowness of the front and the state of the roads made it necessary for General Stumme (XXXX Corps) to control the advance, with XVIII Corps under command. He had to break through to Athens and establish a bridgehead over the Corinth Canal.
http://i55.photobucket.com/albums/g141/pyroslambert/WH2GreeP039a.jpg
To accomplish the latter objective it was decided to use the parachute troops which had originally been assembled to take the island of Lemnos.1 No battle report describing the capture of the canal area has been discovered but the plan had been prepared shortly after the breakthrough at Rupel Pass. Reinforced, Parachute Regiment 2 (Colonel Sturm), using five groups of Ju52s and 2000–2500 troops, was to land and block the escape of British troops to either Crete or Egypt; gliders were to be used to land troops close to the bridge to prevent its being destroyed; and the units already concentrated about Larisa were to attack on the morning of 26 April.
http://i55.photobucket.com/albums/g141/pyroslambert/Approaching.jpg
The Luftwaffe had hitherto been content to bomb Argos and Corinth and strafe the highway between them, but about seven o'clock that morning the canal area was heavily and systematically dive-bombed and machine-gunned. The anti-aircraft gunners were magnificent, but before long many of them were wounded and all their guns wrecked. Then about 7.25 a.m. the Ju52s came over, flying low in groups of three to drop the many-coloured parachutes supporting the troopers and their supplies. At the same time gliders crash-landed near the bridge, the men from one near its south end rushing on to clear the demolitions. They were cutting the fuses when the charges exploded, killing them all and so wrecking the bridge that it dropped neatly into the canal.
The reason for the explosion is still a mystery. Sapper Eastgate2 at the north end and Sapper Mumford3 on the open south bank, picketting the approaches to the bridge, had been surrounded and were unable to do anything. There was no anti-aircraft fire by that time and there was no artillery in the area, so it is hardly likely that a charge was hit by shell splinters.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-27.jpg
But there are other possibilities. Two British officers—Lieutenant J. T. Tyson, Royal Engineers, who had assisted the New Zealand engineers to prepare the charges, and Captain J. P. Phillips of the Devonshire Regiment—had spent the night south of the bridge, and when the Germans landed Tyson had suggested attempting to light the fuse. But it was ‘not more than fifteen feet from the plane which had landed.’1 They had therefore crawled to a shelter bank from which Phillips had fired at the charges strapped to the bridge. After his second shot the explosion2 occurred. They then slipped away to the south-east, joining men from the anti-aircraft batteries and eventually crossing the hills to the Navplion embarkation area.
http://i55.photobucket.com/albums/g141/pyroslambert/Campaigns-28-1.jpg
Such an explosion was possible, for early in the campaign curious engineers had placed some TNT in a bank and found that it could be exploded by rifle fire. But several who worked on the bridge think that the only explosive strapped in packets on the outside of the girders was wet gun-cotton, which could not be exploded by rifle fire.3 Others, however, state that there was some TNT on the deck of the bridge which could have been hit by rifle bullets. There is also a report that two sappers from 6 New Zealand Field Company south of the bridge made a dash and lit the fuse. ‘Just short of the bridge one of the boys fell. The other made the bridge … he seemed to fall but the next moment I saw he was coming back. He looked to have cleared the bridge when it seemed to heave….’4
The Germans, however, make no reference to any spectacular rush to light the fuse; in fact one account states that British resistance had ‘decreased almost to the vanishing point’, and another that a war correspondent was actually standing on the bridge ‘making a film for the weekly newsreel.’ Moreover, their signals sent back during the action give three different explanations for the explosion. The first, which was despatched at 9.45 a.m., stated that the bridge was blown; others stated that it was blown by a remotely controlled or delayed charge; and finally at 11.20 a.m. Colonel Meister signalled, ‘Bridge over canal not blown but destroyed by shellfire.’
http://i55.photobucket.com/albums/g141/pyroslambert/stratiotikiistoria3.jpg
Those who had been ordered to capture the bridge intact were very disappointed and exceedingly curious, and after the fighting was over any captured officer who might have some information was carefully cross-examined. Lieutenant Heiford was even asked if there had been a line from the bridge to his position over four miles away. The opinion of senior German officers after the war was that, ‘The bridge itself was blown up, not however by blasting by the British according to plan but by a mere accident. The parachute officer commissioned to remove the explosive charges had piled up the already complete explosive charges owing to a misunderstanding. Coming from a long distance a chance hit of this pile effected the detonation and thus the collapse of the bridge.’1
http://i55.photobucket.com/albums/g141/pyroslambert/stratiotikiistoria5.jpg
The two platoons of B Company 19 Battalion in the shelter of the olive groves had not apparently been observed by the enemy, for Gordon had time to organise an attack in support of the Australians. But the small force was soon driven to ground and facing counter-attacks on both flanks. The bridge had been demolished by that time so Gordon decided that the platoons, already short of ammunition, must attempt to join 4 Brigade at Megara.2 Leaving the wounded with Second-Lieutenant Ferguson,3 who was himself a casualty, Gordon withdrew but before long both he and Second-Lieutenant Budd4 had been wounded. Warrant Officer Jones5 then took command of the remnants, who got clear of the canal area and then attempted in small parties to find 4 Brigade. Some actually reached6 Megara and from there joined 4 Brigade at Porto Rafti; the majority were captured; others, assisted by the Greeks, eventually reached Egypt.
Dual Adjustable Difficulty Campaign Mechanism **
(** as it is the 15th of July 2006)
A Brief description about the Dual Adjustable Difficulty :
The Campaign missions are bonded together inside separate chapters (historical themes).
Starting path-selection mission
The Campaign starts with a path-selection mission in which you may set the level of difficulty by selecting the appropriate path.
For example, if you select to start in the normal level then you will get a Decisive Victory and you will start the next mission with the predefined core force and 0 extra core points for expanding your core force.
If, on the other hand, you chose to play the easy level then you will start the next mission with an additional 200 points for early expanding your core force.
If you take into consideration that your initial core force costs 611 points then you may easily understand that those extra 200 points will make a difference in the early stage of the campaign.
The basic feature of the Dual Adjustable Difficulty is that for each mission there are two categories (clones) of scenarios:
1. The Normal level, in which the player will receive approx 75 fixing points (might also get some 30-50 AUX points) and will play against Normal AI.
2. The Hard level, in which the player will receive approx 25 fixing points and will play against Stronger AI (this includes more and better units for the AI and probably more heavy support assets)
The mechanism that redirects the player to play a Normal or Harder mission during the campaign evolution is the level of victory that the player has scored in the previous campaign mission.
This way, a player who has achieved a Marginal Victory or a Decisive Victory will (most of the times) be redirected to the Hard level, while a player who has achieved a Draw or Marginal Defeat will always be redirected to the Normal level.
Finally the player who will suffer a Decisive Defeat (only in combat missions) will skip all the rest of the scenarios (of that specific chapter) and will be redirected to the "Reorganization" path-selection mission of that chapter.
"Reorganization" path-selection mission
After the last battle of a chapter there will be a special 2-turn path-selection scenario ("Reorganization" mission) in which the player may trade Victory Points for Extra Core Points.
Specifically the player may choose one of the following path:
1. Trade 0 extra points for a Decisive Victory
2. Trade 50 extra points for a Draw
3. Trade 100 extra points for a Decisive Loss
Then the player will proceed with the first mission of the next chapter.
Chapter-Boost core points
During the first mission of each chapter the player will receive a BOOST in core force points (approx 100-250 points) that he may freely use for expanding his core force (at will).
Examples of campaign evolution in terms of Core points:
So in order to give you two examples of the above mentioned Dual Adjustable Mechanism, we will describe you the possible path that a player may choose to follow after he finishes the last battle of a chapter.
First example (Player "A"):
For example a player "A" has just finished the last battle of the Kalpaki chapter, which is Kalpaki #4.
Let's suppose that the player "A" has scored a draw in Kalpaki #4:
The player "A" will get 75 fixing points and will be redirected to the "Reorganization" mission in order to choose the level of extra help that he wishes to trade for victory points.
Then suppose that the player chooses to get maximum help (but he will score a Decisive Defeat), then he will get an extra 100 core points.
Finally the player will be redirected to the first mission (Normal level) of the new chapter, in which he will also get the chapter Boost of core points (for example 150 points).
This means that the player may be able to use for fixing and expanding his core force 75+100+150=325 points (but he will have added in the overall campaign score a Draw and a Decisive Defeat).
Second example (Player "B"):
Now, suppose that a second player "B" has managed to score a Marginal Victory at the Kalpaki #4 mission.
This second player "B" will get 25 fixing points and will be redirected to the "Reorganization" mission in order to choose the level of extra help that he wishes to trade for victory points.
Then suppose that the player "B" chooses to get no extra help (this way he will score a Decisive Victory), then he will get 0 extra core points.
Finally the player will be redirected to the first mission (hard level) of the new chapter, in which he will also get the chapter Boost of core points (for example 150 points).
This means that this second player "B" will have chosen to use for fixing and expanding his core force 25+0+150=175 points (but he will have added in the overall campaign score a Marginal Victory and a Decisive Victory).
So, from the above two examples you may understand how the Dual Adjustable Campaign Mechanism will work (as it is now).
25 July 2006,
Normally the first part of the campaign should have been released after the August vacations, sometime in mid-September, BUT everyone is doing a big effort to have this first part ready by the 29th of July (in order to allow everyone to play it during the August vacations).
The current status is:
1. The scenario testers are doing a race against time in order to playtest the last remaining scenarios.
2. A very basic form of scenario descriptions will be available containing the primary objectives and some INTEL
3. The development of the campaign mechanism (adjustable difficulty) is finalized and the Campaign assembly is ongoing.
Here is a screenshot from the process of assemble the campaign. Just notice the number of campaign scenario slots (100+):
http://i55.photobucket.com/albums/g141/pyroslambert/ANZAC_assembly.jpg
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