beach1 is the only map that threw me in the last round.
No problems running 1440x900, but as mentioned previously, sometimes the pre-deployment preview did not tally with the actual deployment demarkation, but no big deal for me.
As to the campaign (well, more on Operation, but who is splitting hairs ).
On the whole, much better than the first, so good progress!
The starting battle or 2 is or can be a bit bizarre as far as the Roster is concerned. Once you can get through them, it settles down.
Here are a few of my thoughts:
I think the campaign map is too big (or the sectors too small). As Andrew has already commented, it is not necessary to conquer every sector to have a satisfying campaign, but I think there should be a fighting chance of doing so. Even if the Allies had pushed all the way to the end date with no German players, I don't think they could have won every sector? My feeling is that the campaign map should be half the size. This would also present less duplicate maps to play on.
The starting BG's should be fixed, and reflecting the D-Day situation a bit. Allies would have barrage (I don't know if that is possible to 'fix') Germans would have a BG of light'sh Infantry, some MG's, an an AT Gun (PaK 40?), a light Mortar, and 3 Zugfuhrers. Perhaps a low grade SP Gun (Marder?).
Allies have a solid body of line Infantry, Flame Thrower, 2 Decent Command Teams, .30 Cal MG, and either a couple of DD Shermans, or a Sherman and a something (Armoured Car/Stuart/etc).
But I am quite happy to choose a BG from the Roster, but the opening Roster needs attention, as it is deficient in important basic Units, in particular Command Teams and Infantry. Plenty of Support Units. Whether having no tanks is an issue is moot. If it is the same for both sides then I can live with that (either no tanks on both sides or some tanks on both sides), but any tanks should be strictly in line with waht was available and used at the time.
I say keep 20 minutes. Some of the Maps are quite big. 15 minutes would add more stress to the attacking side, but in balance, I vote for the 20 minutes. Having 30 minute 'campagn' battles, also seems fine to me, except that with the current map size, it ends before there is any real chance of battling the whole map.
Also, I would err on the side of not having any Units in the Roster that were not available at the time right up to the end date (20 June?)> After that, who cares
Now to the issue of points, I would err on keeping them really quite low in general, so that it makes the decision between acquiring a heavy weapon (e.g. Sherman 76/PzKw IV) or repairing any damaged teams a difficult one. We all know CC tends to go Tank Heavy whenever the opportunity arises, and the only way to stop that is either to remove them from the Roster or seriously limit their availability, or to pitch the points accordingly.
MMCCIII comes with bonus points occasionally, and that is an opportunity to grab some sexy stuff. Perhaps 2 of the days can come with increased points for one side or the other (to reflect re-inforcements), perhaps even both sides on different days.
This can be complemented by reducing the AI points bonus. I think 300% is too aggressive. 150% or maybe 200%. When CC becomes tank heavy, it seems to resolve to who wins the tank battle wins the battle. Certainly, if I win the tank battle, then I expect the game to be mine. In CC, tanks are too powerful as infantry killers IMO. Don't know what we can do abut that?
No German Air Support. Not saying they didn't have any at the time, but the Allies did have a bit of a monopoly on it. Perhaps in the last phase (10%/20%) of the campaign make them available for the Germans. Not sure how that could be done either LOL!
I have been thinking about the Supply Sectors. They seem fine on the whole, but I found the battle for Thaon raised an interesting issue of strategic play, and could this be exploited more? Either many more Supply Sectors, or fewer. If fewer, they should be a bugger to capture. If more, then less so. Copuld having many more, but less 'weighted' (i.e. bonus points for the defending side). This could be considered with the supply point adjustments relating to distance from the Supply Sector. It also means to surround block of enemy Sectors would become less easy without capturing the Supply Sectors. Could it give them a bit more strategic potency?
These are some suggestions for a targetted D-Day and on Operation with some acknowledgement to the situation at the time, and provide a less heavy weapon game which it inevitably resolves to at some time.
However, thinking about that (whimsically...), there could be a 'Son Of MMCCO BO' which is no holds barred. Stacks of points for both sides, all Units available, no rarity (i.e. Units from ANY period available), and 15 minutes battles (even 10?). A sort of wham bam than you ma'm campaign. Just pure game
Anyway, congrats to the MMCCIII BO Team, even Andrew and Matrix ()for keeping the Server up so consistently.
Look forward to the next...