Command Ops Stalingrad: Race To The Volga - Available for Download
German Panzergrendiers climbing bluffs along the Volga outside of Stalingrad. A special thanks to Doug at Cry Havoc blog and Tim Williams at RangerX3X blog for their help in playtesting this scenario. There were a number of challenges bringing this particular scenario to life and their suggestions were essential to fixing the gameplay issues. Scenario Background: 14 September 1942 06:30 Historical Scenario Two German armies, the 6th and the 4th Panzer Army, are racing across the steppe towards the doomed city of Stalingrad. The Soviet forces holding them back have retreated into the outskirts of the City as the Luftwaffe launches an unprecedented bombing campaign against them destroying much of the city and inflicting up to 40,000 civilian casualties. As the German commander, General Paulus your mission is to strike swiftly into the City and seize a number of objectives across a 35km wide front and then hold them against the Soviet counterattacks. As the So...
Comments
how are you finding the game at Bn level? Anything odd in the unit behavior? I'm wondering how the routines that decide whether a unit presses on the attack - with the objective of overrunning the enemy position - or stop at stand off range and fire work for Bn's, which have much bigger footprints than Coys.
Re: oddness in unit behavior. Just keep a close look on how the AI develops attacks (routes look okay, attacking units closing in with the defender at a reasonable rate, etc.).
I also wonder about casualty rates in general, if they've changed.
On the other hand, what you should definitely expect is that, for units subordinated to the AI, reactions are somewhat slower. This is due to the situation re-assessment cycles of Bn-sized formations, which is something like 2 hours.
The casualty rates seem right. I have noticed the slower behavior but it hasnt been unreasonable. I will build in an extra day for the scenario to give the Soviet player the time it needs to move into the city and take the objectives.
Playtesting again now. Will post some screenshots hopefully.
Re: the Arty Bn's - I'll take a look into that when you release the files. I can't think of any reason for that (we've got plenty of German Arty Bn's in Bulge and Greece/Med Packs).
Re: the Regimental HQ. I also need to check that. That happens when the AI decides it is time to have the Reserve to move onto the objective. Sometimes the Reserve, typically the HQ, gets into trouble because the attacking forces have got pinned down short of the objective.