John Tiller's Campaign Series - Buy It Now
John Tiller's campaign series game for $9.99 at Matrix Games Ltd. is a steal. There are so many great scenarios. I have been playing a Fastov scenario this morning detailing the 25th Panzer Division probe into a Soviet armor formation in 1943. If my memory is correct, the division commander is killed and the reconnaissance battalion is wiped out. The Campaign Series game lays this meeting engagement out on a beautiful map with the full OOB (over 300 unit counters are present). I have considered setting up this battle before for Panzer Battles and Command Ops, so to find it in this title's scenario list this morning was very exciting! This is a zoomed out view of the northern portion of the Fastov map in the map editor. Each hex is 250 meters. In the image below, 25th Panzer is probing north towards Fastov along both sides of the Unava river. The scenario designer set a minor victory at 600 objective points and a major victory at 1200 points. You can technically achieve
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.