PDA

View Full Version : Alpha phase of pre-Anzac ToO of the campaign


Achilles
01 Jun 06, 04:21
During the next couple of days, I plan to post the early alpha phase of the ToO #1 pre-Anzac battle (Epirus front).

This ToO include 4 scenarios (3 medium and one huge)
The maps are linked and the core force starts the new mission at the ending point of the previous mission.

The fourth huge scenario is a modified "Kalpaki" scenario (the Italian have 20 more medium tanks).

You will be given plenty of core force points per scenario, BUT you must only use these for FIXING your initial core force and NOT for expanding the core force.

Take notice that after you play this small campaign you may use your last turn save (of the last scenario) in order to continue with the next ToO Greece (chapter Platamon - 4 scenarios).

While you playtest I will be combining the Platamon chapter and when it reaches the Alpha phase I will connect it to the existing campaign tree.

In ToO Greece you will get core force points for expanding your army OR you will be redirected there (from scenario 0) and then you will delete your initial core force and use the points in order to buy new units.

For the moment, I need you to take notes on the following:

1. Casualties per scenario
2. Fixing Points per scenario
3. Score per scenario
4. Required time length for ending scenario (or suggested time length)
5. Hard point of scenario
6. Balance of forces / level of difficulty
7. Correct timing of events
8. Suggestions


You initial core force will be "interesting", because your forces not only will be cost effective but they will also have unique configurations.
This will add a little to the RPG element of the game.

For example the HQ will have a 2' mortar with ammo 8, the Arty Observer will have a sniper rifle with 5-6 shots.

Your initial core force will include:

1 Anzac HQ plus a Cav transport
2. One independent MIX platoon of Greek infantry forces (1 Evzone, 1 Heavy Mn Inf and 2 Mn Pioneers), an MG, a Mn Sniper (elite) and 5 Cav Transp.
3. A support platoon of FO platoon leader, a Mortar 81, a Mn gun of 75mm, a supply cannister and 3 pack mules.

The above force is representing something more than 1/3 of a company and the player may delete it (if he wishes) after playing the Pre-Anzac campaign or he may keep it throughout the rest of the Anzac campaign (as the Greek allies).

cheers,
Pyros

Achilles
03 Jun 06, 02:48
The Alpha stage of the pre-Anzac ToO_Epirus is ready.

The only problem is that in order to properly test it you should wait for the next release of the WinSPWW2 exe.

Therefor anyone from the WinSPWW2 Beta testers, which are present in this group may safely experienced the campaign.

Concerning the NON-WinSPWW2 beta testers members, I advice you to wait a little before you get the chance to playtest the first stage for various reasons.

First of all you will get the chance to playtest later the BETA stage of this campaign with the final exe version and this will provide you a much better experience.

Still if anyone wishes strongly to playtest it or simply play it at the present conditions (alpha stage and current version 1.0 of winspww2 exe), I don't have any problem with that.

Here is some info for this first pre-Anzac ToO_Epirus (october 1940)


Few words for the first stage (10% of the campaign):

1. If you lose (BUT make sure you don't lose) a Greek Core force unit in the fix screen press change and the replace it with an ANZAC unit; otherwise you will experience an anomaly).

2. You will be given enough points per scenario for fixing your core force BUT you shouldn't use this for anything else than fixing your core force (don't expand). Also please note down how much the fixing of your unit cost.

3.The initial scenario is not active so you don't have to do anything than examine your initial core force and then end turn twice. Few words about the story-line, you are an Anzac junior officer of Greek origins and while you visit your uncle in Greece (Greek Marshal Papagos), Italy declares war to Greece.
The Anzac ministry of defence agrees that you participate in the war effort as an observer (liaison officer) and you uncle wishes to protect you with the best possible way while you visit the frontlines; so he gives you an elite platoon and some support weapons (you have the choice to decline and depart for Palestine meeting the rest of the Anzac forces, and then return to Greece for ToO Greece).

4. The first scenario is simple:
You have just arrived in the Epirus sector and you find out that the Italians are trying to cut off the Greek lines and you understand that you have to act quickly in order to defend the village from the Italian assault. You will face a company level Italian assault of Alpini troops from the North roads.

5. The second scenario is a little more complicated:
After repelling the Italian attack you are heading north to meet the Greek forces at Kalpaki but first you decide to attack the Alpini base at a near village, protect the ammo stockpiles in a cross road and trying to destroy some captured bunkers from the Italians located near the Italian lines. You will face 1 Italian company of Alpini troops. The Alpini base has artillery assets so this base is your top priority.

6. The third scenario is a bit harder (more complicated).
After capturing the Alpini base from the last scenario you will have to defend it from an Italian counter attack from another village to the North. You will face 2 Co of Alpini and you will also have to transport the crew of some mortars and ammo depots to their equipment in order to make good use of them. You will also have the duty to defend this arty park from a minor Italian attack.
Finally you will try to capture the last Italian stronghold in order to secure the rear of the Greek lines.
In this scenario you will receive some air assets.

7. The final scenario of this ToO_Epirus is the revised Kalpaki huge scenario with several new additions:

The Italians will have more armor (+20 medium tanks) but you will also get Air support, 2 more AT guns, Air Spotters AND 2 MATILDAs (and of course your core force)!!!
Please read more about that scenario from the text description of the existing Kalpaki stock scenario (331)

8. Please note down things like:
a) Level of score/victory
b) Level/Cost of casualties/Fixing cost
c) Length of combat that you required in order to achieve full victory (now you will have more turns than you actually need).
d) Problems (timing of attacks-arty ammo cover, bugs etc)
e) Balance issues (too easy or too hard)
f) Suggestions - comments.
g) Please keep savegames of last turns of each scenario (you will need them)

In this first ToO I have created a mix of AI tactics that match the human tactics:
The AI will call smoke arty mission before attacking and he will try in some cases to flank attack or move from the unexpected path of approach.
So forget the the usual direct approach of the AI and rest assure that the AI will not suddenly spawn next to your lines. The AI will start its movement from the AI lines and will follow a path for the whole length of the battle; so it is your duty to properly recon and engage it before it surprises you by attacking you in the flank or rear.

Bottom line:
All active AI units follow waypoint paths BUT some of them are directed to do what a human would do in a pbem game.

Ok, I think this is enough for now!
Btw, I will be missing for a day or two (during the weekend so If you need anything I will still be available for the next 12 hours).

If anyone wishes to obtain the files for evaluation please post here (I am leaving in 6 hours and I will be back after 36 hours).

cheers,
Pyros