Campaign Series - The Past, the Present, The Future

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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Crossroads
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Campaign Series - The Past, the Present, The Future

Post by Crossroads »

Campaign Series - Then and now

I thought I'd try to summarise the evolution of the Campaign Series into one post, with access to resources such as game manuals and UPDATE downloads all handily in one location. Also, I tried to cover how the game engine evolved, and what our future plans are. In short, that is. I hope you may find this information useful [:)]


The various game releases over the years

The Talonsoft Days

[*] East Front (1997)
[*] West Front (1998)
[*] East Front II (1999)
[*] Rising Sun (2000)
[*] Divided Ground: Middle East Conflict (2001)

Matrix Games

[*] John Tiller's Campaign Series bundle (2007)


The Matrix Games / Slitherine game titles

[*] Campaign Series: Middle East 1948-1985 (2015)


Future wish list, in no particular order:

[*] See Jason's post, below


Game manuals

All manuals presented here are copyright of Matrix Games / Slitherine:

Talonsoft
[*] West Front Gold
[*] East Front II Gold
[*] Rising Sun Gold
[*] Divided Ground: Middle East Conflict with thanks to 'DM729' [:)]

Matrix Games
[*] John Tiller's Campaign Series bundle (1.00)
[*] John Tiller's Campaign Series bundle (1.03)
[*] John Tiller's Campaign Series bundle (2.01)

Matrix / Slitherine
[*] Campaign Series: Middle East 1.02


Download links to all UPDATE downloads (Matrix FTP Site)

All UPDATEs require a working base game and a valid license.

[*] John Tiller's Campaign Series (1.01)
[*] John Tiller's Campaign Series (1.02)
[*] John Tiller's Campaign Series (1.03)
[*] John Tiller's Campaign Series (1.04)
[*] John Tiller's Campaign Series (2.00)
[*] John Tiller's Campaign Series (2.01)
[*] John Tiller's Campaign Series (2.02)


NOTE: All UPDATEs are cumulative, apply only the version you want to have per install.


Matrix Campaign Series Evolution, versions 1.00 through 2.02

The following is a summary of what the Campaign Series offers:

1 System Updates

[*] All-In-One (1.00): All three Campaign Series World War Two games are now available in one package, accessed from one Main Menu.

[*] Vista Support (1.01): The Campaign Series now works on Vista!

[*] Save Game Counter (1.03): This counts how many times the game has been saved and reopened, and will display that information in the turn Dialog at the start of a turn for the opponent. This information is installed in the registry of the game so it cannot be tampered with. After TWO saves from player A, the game is supposed to flash a warning to the
Player B that the file has had multiple saves. While not perfect, it should help curb some replaying.

[*] New Encryption (1.03): The other anti-cheating measure is a new encryption system for the platoon files to ensure that everyone is using the same platoon/weapon files. It was a problem in the past, and I recently received an email yet again about it. The new Encryption Tool will not be available to the general public. Instead, there will be a place available on the forums for requesting new unit types or revisions.

[*] Campaign Save Location (1.03): The Campaigns now automatically save, the save game Dialog box no longer appears.

[*] Windows 98 and XP (2.00): These platforms are no longer supported

[*] Major GUI Upgrade (2.00): The Graphic User Interface has been given a substantial make over allowing the game to operate in a fully independent window. Additional buttons have been added and new Hot Keys have been created

[*] Error Logging (2.00): A number of error logging files are available in the game to help track down errors faced by the user. These can be zipped and sent to the Campaign Series Legion to help track down the issue and ensure they are remedied in future UPDATES.

[*] User Interface Upgrades (2.01): The Graphic User Interface has been modified to enable additional options allowing the end user to set up the game as they prefer; including, modified tool bar buttons, matching operating system colours.

[*] Unit Viewer Access (2.01): The Unit Viewer is accessible via pressing F3 on the keyboard.


2 Game Play Additions

There are a number of adjustments that will alter how we tactically play.

[*] TRAINS (1.00): A variety of functioning train platoon types that operate exclusively on rails.

[*] WARSHIPS (1.00): A variety of functioning warships including transports, frigates, destroyers, etc.

[*] CAVARLY (1.00): Cavalry can now fire while mounted. Unmounted horses can now move by themselves.

[*] BUNKERS (1.00): All bunkers have a defensive benefit of 10 for all games.

[*] PONTOON FERRY/SELF PROPELLED BOATS (1.01): Two new platoon types that allow ferrying across deep water hexes. Unlike the Talonsoft version boats, these self-propelled boats can be loaded onto Engineer trucks, unloaded into shallow water, be loaded with infantry, cross the water body, unload and then return for more.

[*] CONCEALMENT (1.02): Concealment has been adjusted, removing limitations that were set before.

[*] ARMOUR PENALTY (1.03): Armour suffers a 50% penalty (attack and defence) when assaulting villages, towns, suburbs etc. It is best to assault with infantry when capturing towns/cities – which is proper practice anyway!

[*] HIDDEN ANTI-TANK (1.03): This provides small anti-tank guns (57mm – 6pdr or SMALLER) a 50% chance to remain hidden when it fires. This also applies to Bazooka/Panzerfaust/AT Rifles

[*] SPECIAL FORCES (1.03): This provides a very few select units to remain hidden when shooting. This is a new code primarily for snipers and/or small commando sized units. This will be a rarity.

[*] ARTILLERY VS ARMOUR (1.03): Artillery now has a 5% chance of disabling armoured vehicles.

[*] PANZERFAUST/BAZOOKA (1.03): These have Assault Values remaining at 1. These are designed to be used differently than the Soviet ATR platoons, they should be rarity on the battlefield.

[*] SNIPER (1.03): These have an Assault Value of 1 to prevent automatic overrun by an assaulting unit. They should be rarity on the battlefield.

[*] TRUCKS (1.03): Truck Victory Points are now worth 3 per Strength Point. Use them wisely.

[*] TRUCK CARRY (1.03): Only 3 Trucks are required to carry a 6 Strength Point infantry platoon. MG and crew served weapons still require the same amount of trucks per SP to carry. (A 4 Strength Points MG Platoon requires a 4 Strength Points of Trucks)

[*] HALFTRACK *** (1.03): Designate halftracks with improved firepower. They are worth 6 Victory Points per Strength Point, but fire similar to a normal MG. These are new units, and will only affect new scenarios where they are included.

[*] ENGINEER TRUCKS (1.03): Increased to 6 Victory Points per Strength Point. These are specialty vehicles that can haul pontoon ferries and crewed boats.

[*] MAINTENANCE UNITS (1.03): AKA Recovery Platoon, AKA Werkstat, AKA Dozer. These are units that can REMOVE 2 WRECKS PER TURN. They act similar to Engineers in that respect. You move the unit into a hex with wrecks and leave it there for a turn to start removing wrecks. At this point, these ARE NOT combat units but have some defence, so you will have to secure the area they intend to operate prior to sending them to the frontline. Again, as a new unit, these will only affect new scenarios.

[*] BRIDGING ENGINEERS (1.03): These are special Engineers that can build medium bridges across hexsides. See Section 5.17.1 for more information.

[*] MINE ENGINEERS (1.03): These are special Engineers that are capable of laying a one strength minefield. See Section 5.17.2 for more information.

[*] CONSTRUCTION ENGINEERS (1.03): These are special Engineers that can build a block and trenches. See Section 5.17.3 & 5.17.4 for more information.

[*] RECCE (1.03): These are ON MAP aircraft that provide some intelligence to the operating commander. They can fly pretty much anywhere, but cannot take points. Again, as a new unit, these will only affect new scenarios.

[*] BOMBERS (1.03): These are ON MAP flying bombers that have a limited strike function. They can fly to a target on the map, fire at it and since it has run out of ammunition, it will be best to fly off the map. Again, as a new unit, these will only affect new scenarios.

[*] ANTI-AIRCRAFT (1.03): Small anti-aircraft guns are now coded to target Recce and Bombers. Obviously, AA has a purpose on the map now as opposed to just being meat grinders.

[*] TRAINING (1.03): There are numerous new infantry types with Green or Veteran designations. This represents the combat effectiveness of the platoon. Green stands for infantry that has been rushed through training and have had no combat experience. All of the Stock Units are classified have no visual designation and are classified as Regular – having infantry training with little or no combat experience. Veteran platoons have had ample combat experience. The differences are in the Assault and Defence numbers as well as the weapon attack numbers. A Veteran unit is more likely to put more shots on target than a Green unit in a combat situation. Again, as a new unit, these will only affect new scenarios – the stock units did not change.

[*] A/I PLAY TYPE ADDITIONS (2.00): Allows the user to decide how the A/I will play; either more aggressively or more defensively or a combination of both.

[*] USER A/I ADJUSTMENTS (2.01): The AI.ini allows the user to modify how the A/I will perform when playing scenarios or campaigns against the A/I.


Campaign Series: Middle East

What is The Campaign Series: Middle East?

If you are familiar with The Campaign Series, you will feel right at home as you maneuver through the menus, choosing and starting up a new scenario. In many ways, Middle East is quite similar to The Campaign Series, but you’ll soon find that there are significant differences.

What’s New or Different?

[*] User Interface: While familiar, the User Interface has been modified and enhanced. It provides each user the opportunity to set up their game how they wish with only a few clicks.

[*] New Zoom levels: There are now seven zoom levels, three 3D and four 2D. The 2D portion of the game has been increased by two additional zoomed in levels.

[*] Improved 2D Graphics and functionality: With the new Zoom levels, improved 2D graphics was a natural progression.

[*] Thermometers: Thermometers that are useful in 3D modes are now also available in 2D.

[*] Extensive OOB’s: Similar to The Campaign Series, there are extensive Order of Battles & Organizations included with the game. These are ideal for creating your own scenarios and for playing Randomly Generated Battles. The Order of Battles span four decades for each of the countries that are included in Middle East and the various organizational and equipment changes are represented. It is not complete, but an excellent starting point to continue growing as future UPDATES are released.

[*] Hundreds of Platoons: As the Order of Battles and Organizations continually changed over the decades, so too did the platoons. Each country has hundreds of unique platoons depicting these variations. Some are subtle, some are major, but we decided that a one-size-fits-all was not the approach we wanted to pursue.

[*] Lethality: As the decades progress, so did the efficiency at killing. A number of new weapon systems were introduced to assist in fighting; Anti-tank weapons, Recoilless Rifles, Anti-tank missiles, artillery, tanks and other armoured combat vehicles and helicopters.

[*] Night Combat/Day & Night Transitions: Many battles in the Middle East game are fought during the transition of day to night, night to day or take place at night. Certainly platoons are Night Vision capable, giving them a distinct advantage during Night Combat.

[*] Helicopters: Helicopters make an appearance progressively as the decades pass. There are three primary types of helicopters included; reconnaissance, transport and gunships.

[*] Helicopter Resupply: In order to prevent the abuse of helicopter gunships, a new resupply model has been created that requires the combat helicopters, once they have run out of ammo, to fly back to their headquarters and land to rearm.

[*] Air Flight Zones: With the implementation of helicopters and their use, four different Air Flight Zones have been created; Ground, Nap of the Earth, Low and High. Each Zone has advantages and disadvantages of being in them. While ground combat and movement is still conducted in the Ground Flight Zone, the three additional zones give the game a 3-dimensional aspect.

[*] Air Strikes: Air Strikes perform similarly to The Campaign Series, but they are now attacking in either the Low or High Flight Zone. That depends on the aircraft and the ordnance package. The Air Zone is attacks in will determine the level of Anti-aircraft the aircraft receives during its attack run. Air Strikes that are shot down are counted against your Victory Point total.

[*] AAA Model: Anti-aircraft artillery has been remodeled to accommodate the new Flight Zones.

[*] SAM Model: Not only has Surface to Air Missiles been added, the way the larger batteries operate has been modified. Batteries are controlled by a guidance radar; if the radar is destroyed, the SAM batteries will no longer function. Handheld SAM’s are not affected by this system.

[*] SAM Fire Model: SAM Batteries are able to fire at targets in the High Level outside of normal Line of Sight, as they are radar controlled. If SAM batteries are present, it is recommended to fly in the N or L Flight Zones.

[*] Adaptive A/I: A new system and encrypted file that modifies dozens of different parameters of the A/I that will affect game play against the A/I. The parameters are tuned for each nation or side in a scenario and the values are stored in a new file type. Default values that you may be familiar with in the original Campaign Series are no longer the case when playing with the Adaptive A/I.

[*] Extreme Fog of War: Extreme Fog of War has been enhanced and modified to be more extreme than before. It requires your units to be in the hex to establish sight lines to see where you can shoot. It also prevents you from seeing where the enemy can see and limits the intelligence gathered during combat.

[*] Civilians: A necessary unit in the game that changes the flow of combat. While they do not appear in every scenario, the scenarios they do can be game changers if inappropriately handled. Always take time to positively identify what you should and should not shoot at. Civilian casualties can rapidly change the victory conditions in your opponent’s favor if too many are killed over the course of the battle.

[*] Folder Structure: The game folder structure has been heavily reorganized. It is much simpler to find game files and save game files for PBEM and modifying.

[*] More Elevations: Elevations have been increased from 20 up to 50. By means of the '.' hot key, elevations will display on-map.

[*] Infantry Model: A new system for determining defence, assault and soft and hard attack values has been created. The calculation considers a number of items: number of men, weapon level, technology level, doctrine level, cohesion level, number of squads and support weapon types.


Production, "Campaign Series: Middle East 2.02"

Production

[*] Jason Petho, Robert ‘Berto’ Osterlund, Mike 'Warhorse' Amos, Petri 'Crossroads' Nieminen

Manual

[*] Jason Petho, Floyd ‘Jim’ Mays

Scenario Design

[*] Jason Petho, Huib Versloot, Mike Amos, Floyd ‘Jim’ Mays

Linked Campaign Design

[*] Jason Petho, Huib Versloot

Guest Scenario Design

[*] Al Sandrik, Alan R. Arvold.

Playtesters

[*] Jason Petho, Robert ‘Berto’ Osterlund, Floyd ‘Jim’ Mays, Petri Nieminen, Mike Amos, Jack Briscoe, Dean Swanda

Advisors

[*] Mike Amos, Floyd ‘Jim’ Mays, Rod Coles

Tool Development

[*] Arkady (Unit Viewer Creator), Andrew Befus (Victory Point Calculator)

Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < Available now
CS: Middle East 1948-1985 2.0 < 3.0 In the works
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RE: Campaign Series - The Past, the Present, The Future

Post by Jason Petho »

The Road Ahead (Subject to change)

In an effort to provide a little transparency, here are our plans for the near future. As with all deadlines, they are not set in stone, but we are striving to meet these to the best of our abilities as we are a small team with no development budget.

CS Middle East 2.01 UPDATE -- RELEASED March 2018

CS Vietnam 1.00 - Fall 2018

CS East Front III (1939 - 1941) 1.00 - Spring 2018-2019

CS West Front II (1939 - 1941) 1.00 - TBD

CS Pacific Front (1939 - 1941) 1.00 - TBD

CS Cold War 1.00 - TBD

Each of these will be CORE games with DLC's to follow.

[UPDATED 20180406]
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