Posted: Wed Nov 20, 2013 1:40 am Post subject: Operation Perch - GJS
Operation Perch for GJS - LSA (using existing BG's)
Unzip and put attached file in folder:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS\Games\Battles
(and select to play it via the "User Scenarios" tab)
Allied Briefing:
British 22nd Armoured Brigade (7th Armoured Division) moved through a gap in the German lines with a right hook maneuver ... enroute to the town of Villers Bocage. Their objective is to secure nearby high ground, in an attempt to cut off Panzer Lehr Division, and perhaps prompt their retreat.
22nd AR BDE also needs to secure a supply route back through Hottot, with the assistance of two forward moving INF BDE's
.
2nd CDN AR BDE and 8th BDE/3rd CDN DIV preceded Operation Perch with the battle at Le Mesnil Patry and surrounding area (represented by the Brettville map). Their ongoing objective is to keep 12th SS Panzer Division occupied, while pushing towards the capture of Carpiquet Airfield.
Note: 69th BDE/50th can alter the Brettville deployment zone, by moving in from Rauray.
At Tilly Sur Seulles, 8 AR BDE and 131 BDE/7th meet strong resistance from elements of Lehr, but need to break through.
Last edited by crewman on Wed Nov 27, 2013 9:08 pm; edited 1 time in total
Posted: Thu Nov 21, 2013 3:44 pm Post subject: Re: Operation Perch - GJS
Looking forward to playing this over the weekend. I get so tired of fighting from the beaches since I can usually do a pretty good delaying action that I took someone's idea from this forum to make it more realistic by moving off the beaches after the second turn as the Germans. I tried it and it was a more enjoyable experience to fight from some other battle grounds. I have since moved away from the start areas just to get a more interesting and more likely challenging scenario, and a chance to fight from some other battle grounds. Sometimes a small retreat can help your defense position considerably. I have also learned that it can make a big difference as to what direction you attack a battle ground in order to give you the cover you need or whatever else is available to make a good defensive stand.
Anymore I tend to play for enjoyment and also to learn how I can do things better; although I still don't like to lose, or at least lose when I do poorly.
"No plan ever survives first contact with the enemy." Moltke
I have also learned that it can make a big difference as to what direction you attack a battle ground in order to give you the cover you need or whatever else is available to make a good defensive stand.
Hi Schmal_Turm,
Thanks for the interesting comments in your post.
Also, regarding your above quoted ... yes, in can make a big difference from where you attack from.
And LSA has some really great strategic options that make it even more dynamic.
For example: the first battle of the campaign is at Bretteville ... and the Allies deploy bottom right with two BG's and the Germans deploy top left with two also.
This makes it quite awkward for the Allies to protect the top right Victory Location which leads to Rauray, and then further behind Allied lines.
But, if you move the Rauray BG to Bretteville ... then your main deployment zone is top right, strait across from the German deployment.
If you don't mess with your reserve units ... all the Allied units will deploy in the top right zone. But if you remove the units from the reserve tab, and then add them back ... they get renamed with reserve names and deploy at the bottom right, while the rest of the units from the frontline BG deploy at top right. Thanks to steiner for explaining that to me.
You can also merge the two BG's on map or move one back ... etc.
Anyway, lots of options ... and remember, Carpiquet is a major supply depot.
Posted: Mon Nov 25, 2013 5:25 pm Post subject: Re: Operation Perch - GJS
Decided to reorganize some of the BG's, in order to limit the amount of vehicles ... since LSA seems to progressively increase a BG's potential Strength over time.
1. Armour BG's changed to Armour Supported. This eliminates the Vehicle Column ... therefore a maximum of five vehicles
Note: two small Armour BG's not changed since they get absorbed into other BG's when merged.
2. Allied BG's start with lots of tanks ... while German BG's start with much less. This gives the Allies an initial advantage, but the German BG's will increase their vehicle count as battles progress ... especially if they take a small amount of losses. This is an incentive for the Allies to be aggressive.
3. Medium Mortars available in Infantry Columns for Allies, but only in Support for Germans
I'll post some BG examples below:
22nd 7th Perch ver2.jpg
Description:
Filesize:
251.02 KB
Viewed:
591 Time(s)
1. 6 Lehr Perch ver2.jpg
Description:
Filesize:
240.13 KB
Viewed:
549 Time(s)
Lehr 130 Recon Perch ver2.jpg
Description:
Filesize:
231.39 KB
Viewed:
502 Time(s)
Last edited by crewman on Wed Nov 27, 2013 5:19 am; edited 1 time in total
Posted: Wed Nov 27, 2013 6:56 pm Post subject: Re: Operation Perch - GJS
Finished messing with this ...
Operation Perch - version 3
Install instructions - four files needed to play this:
"Operation Perch v3" file goes in:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS\Games\Battles
(and select to play it via the "User Scenarios" tab)
"alsteams.txt", "axsteams.txt", "bgroups.txt" files goes in:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS\DATA\Base
note: Save the original files, and put them back for playing original GJS.
crewman
Required to be installed first:
Gold, Juno, Sword - mod (for Close Combat Last Stand Arnhem).
Install instructions:
"Operation Perch v4" file goes in:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS\Games\Battles
(and select to play it via the "User Scenarios" tab)
"alsteams.txt", "axsteams.txt", "bgroups.txt", "weapons.txt" files goes in:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS\DATA\Base
"Sound.sfx" file goes in:
C:\Matrix Games\Close Combat Last Stand Arnhem\GJS\LocalFX
note: Save the original files, and put them back for playing original GJS.
Changes to GJS for Operation Perch:
Battle Groups:
-Several BG's type changed, in order to limit the ratio of German armor compared to Allied.
-Allied BG's start with more armor in Active Rosters, which gives them the initial advantage.
Allied and German teams:
-Allied Medium Mortar selectable in all Active Roster columns
-German Medium Mortar selectable only in Support column
-Vickers MMG selectable in all Active Roster columns
-Allied Morale increased
Weapons:
-Removed Air Support completely, due to suspected game crashes
-Added Artillery Support for Allies
-Guns' accuracy, for Point Blank and Close range, increased by 5% (to max of 431)
-Pz Schreck, Pz Faust, Piat accuracy increased by 5%. Piat penetration potential increased
-Vickers accuracy increased by 5%
-MG42 accuracy decreased by 10%
-Hull MG's accuracy decreased by 10%
-Coax MG's accuracy decreased by 5%
-Rifle accuracy increased to max of 431, sniper variants to 476
-Rifle penetration potential increased by 50%
Sound:
-grenade throw
-MG42
-med mortar
-flame thrower
-round bouncing off armor
-280mm mortar
-faust ... added a sound, and made reference to it in the weapons.txt file
Credits:
Testing and game mechanics assistance - stiener
Thanks to Cathartes (and team) for GJS
crewman
Posted: Wed Dec 04, 2013 5:27 pm Post subject: Re: Operation Perch - GJS
Couple of errors in the readme file:
Should read:
1. Guns' accuracy increased by 5% (to max of 431)
2. Pz Faust accuracy wasn't increased.
Also, a little info about how some of the changes relate to game play.
1. Most Guns' accuracy is now set to 431, which in my mind is the sweet spot. At 398, there were still a lot of misses at PB and Close range which seem inexcusable. At 431, Guns are very accurate ... and if you have the tactical advantage, in most cases you will succeed.
For example: if you out maneuver your opponent's tank, and get a clear side shot ... you will most likely get the knock-out. And if you drive your tank into the sites of a hidden AT Gun, most of the time the AT Gun will get a knock-out with the first shot.
Having higher accuracy Guns seems more realistic to me, especially at PB and Close ranges. But the AT Gun now has quite an advantage with better accuracy and its higher rate of fire ... and while testing, found this to be true.
LSA does have a feature though, which helps solve this problem in a tactical method. In you first suppress the AT Gun (or any unit), its aim will get worse.
For example: two tanks appear into an AT Gun's line of sight ... one tank is knocked-out instantly with an accurate shot from the AT Gun, the second tank spots the area where the AT Gun is hidden and sends MG fire and a HE round, while the AT Gun reloads. This suppresses the AT Gun enough that its first shot at the 2nd tank isn't a knock-out hit. But in turn suppresses the tank and reduces its accuracy also. What followed was an exchange of four or five rounds each, with the tank knocking-out the AT Gun.
Rifles:
Since the rifleman played such a pivotal role in WW2, it seems fitting that their presence on the CC battlefield would be similar. But after some tests in GJS, it seemed they rarely got kills and weren't capable of suppressing enemy infantry units with much success.
So their accuracy was increased, which didn't really help. So, for another experiment, their penetration potential values were doubled ... which saw an instant result. Suppression and kills were high ... too high, but at least a attribute was identified which makes them more effective.
Therefore, after some more tests ... their accuracy was increased slightly, and their penetration potential increased by 50%, which seems to increase their presence on the battlefield to where you may expect it to be.
BG's:
Changes to BG's seems to help get the Allied BG's get moving forward, which was the desired result. Will have to see how it works as more battles are fought.
AT Infantry:
Piat can now get a knock-out hit a close range, and Schreck is something that needs to be considered by Allied tankers. Faust stayed the same, and also something to watch out for.
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