Command Ops Stalingrad: Operation Hubertus --- Available For Download
German troops take cover inside the Tractor Factory. To begin, a very special thanks to Tim at Ranger X3X and Doug at Cry Havoc for their playtesting Hubertus, their edits/suggestions to the scenario and their help with the creation of a playable Soviet estab file. Operation Hubertus is the 1st of three scenarios I have planned for the Stalingrad front. It covers three very intense days of desperate fighting near the end of German offensive operations in the City. Historically, after Hubertus' completion, the Soviets launched a counterattack and encircled the German 6th Army along with a collection of Axis satellite units. At the time of this operation, the German divisions within Stalingrad were almost spent, with many under 50% of their manpower. A plan was suggested to and approved by Hitler to use Pioneer units to eliminate the remaining Soviet bridgeheads. The Soviet formations within Stalingrad were in even worse shape with many hovering around 30% of their...
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.