Campaign Barbarossa v1.032 W/Unit Graphic Mod by Cpl GAC

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Lobster
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Campaign Barbarossa v1.032 W/Unit Graphic Mod by Cpl GAC

Post by Lobster »

Was told the first turn air attacks need tweaking. So I caved and did just that. Should result in more Soviet aircraft destroyed and fewer Axis. There may be some other versions down the road dependant on bugs and improvements.
Campaign Barbarossa v1.031.zip
(9.22 MiB) Downloaded 31 times
v1.032 is merely cosmetic. It will not affect gameplay. It has the new HQ icons created by Cpl GAC. These help make it easier to pick out the HQ units that do not provide supply. However, it is not compatible with ongoing scenarios unless you want some icons that don't make sense. ;)
Campaign Barbarossa v1.032.zip
(9.31 MiB) Downloaded 49 times
This is up on the Steam Workshop for The Operational Art of War now. (v1.032)

2.5 km per hex
Regiment/Battalion/Company
~200 turns
7 Pre invasion turns
Added some shock values to turn one for the ground pounders and turns one to three for the fly boys.
Changed some rules for engineers, Wach and Lands units. Some other odds and ends but nothing ground shaking.
Campaign Barbarossa v1.033.jpg
Campaign Barbarossa v1.033.jpg (2.44 MiB) Viewed 304 times
Last edited by Lobster on Fri Oct 04, 2024 9:55 pm, edited 24 times in total.
ne nothi tere te deorsum (don't let the bastards grind you down)

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Zovs
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Re: Campaign Barbarossa Beta

Post by Zovs »

Lobster wrote: Thu Feb 23, 2023 1:01 am https://www.dropbox.com/s/q50055nvpayah ... a.zip?dl=0

2.5 km per hex
Regiment/Battalion/Company
~200 turns
7 Pre invasion turns
Jack,

This is simply brilliant! What a massive effort! Only dwarfed by those that attempt to play this monster of a beast!

Great job!

As Frank use to sing/say...

Great googly-moogly
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Zovs
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Re: Campaign Barbarossa Beta

Post by Zovs »

Man those RR artillery batteries have a range of 20, freaking beautiful!
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Re: Campaign Barbarossa Beta

Post by Zovs »

Jack you have a typo on page one, second to last paragraph:

"Combat ready in the Sovie East Front"

S/B Soviet
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Re: Campaign Barbarossa Beta

Post by Zovs »

Spelling mistake on page four, last paragraph:

"begiinning"

S/B beginning
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Re: Campaign Barbarossa Beta

Post by Zovs »

Page 13, spelling:

"This campiagn"

S/B campaign
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Re: Campaign Barbarossa Beta

Post by Zovs »

Page 16, spelling error.

"Pestialance"

S/B Pestilence
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Re: Campaign Barbarossa Beta

Post by Zovs »

Scrolling around the map the one issue I see so far is the German units in Norway, there is no supply point for them in this off map box and I think they will degrade much faster then normal. I think just by putting in one Supply Point here will normalize it?
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Re: Campaign Barbarossa Beta

Post by Zovs »

A visual to explain.

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Re: Campaign Barbarossa Beta

Post by Zovs »

Man the map is just massive!
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Re: Campaign Barbarossa Beta

Post by Lobster »

I'm a terrible typist. Thanks for finding those typos. I meant to put a supply point up north before I posted this but spaced it off. Not having one will certainly eat them up. Need to get the ownership squared away there too.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

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Cpl GAC
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Re: Campaign Barbarossa Beta

Post by Cpl GAC »

Lobster (everyone) - Grammerly.com. I don't know what the heck I did before I had it and it's free. I'm a horrible typist too.

It's even checking this while I type.
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Re: Campaign Barbarossa Beta

Post by rhinobones »

What a wonderful piece of work, applaud your effort and appreciate the opportunity to enjoy the scenario. Since it is a beta release, I have a few comments you may want to consider:

1. I like that HQ units use the icon of the units they represent rather than the HQ icon. However, if you want to give the units some high level functionality you might consider giving them a secondary icon such as HQ or depot. This will give them a meaningful task as opposed to being a combat unit.
2. I see a case where a special force unit has a secondary icon of special forces. AFAIK this provides no benefit or added capability to the parent unit. If you desire the special force unit to have greater ability you might make the secondary icon the guerilla, mountain infantry or paratroop icon.
3. Many units are assigned as sections which I’m supposing you intend to be indivisible. In my copy I’ve added the Counter Numbers mod to the Graphics Override folder giving these units the company designation. It’s eye candy, but I prefer it over the section designation. The mod is attached.

Once again, wonderful scenario.


Best Regards, RhinoBones
Attachments
Numbers (Co) v01.zip
(10.14 KiB) Downloaded 29 times
HQ Example.JPG
HQ Example.JPG (60.01 KiB) Viewed 3170 times
Spec Force Example.JPG
Spec Force Example.JPG (86.06 KiB) Viewed 3170 times
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Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Re: Campaign Barbarossa Beta

Post by Lobster »

1. It's some of the functions that a HQ icon can provide that I wanted to remove. With the HQ icon everyone becomes too adept at breaking contact. This just wasn't the case. The Soviet side would be the ones to profit the most. Removing the HQ icon removes one disengagement capability. If I knew how I would do the same to artillery. It makes towed artillery too agile. Also everyone would be too capable at providing supply. I wanted to nerf supply in a localized way while leaving HQ units to help drain replacements through pestilence. Maybe at some later date I'll modify some unused icons to make them look like HQ icons.

2. Got carried away with the SF icons. :oops:

3. Yeah section icons are so there are not a plethora of companies running around the map. They are too powerful vs larger units since they exert the same ZOC. Also preventing them from breaking down cuts down on the number of units in general. Some time in the future maybe we'll be able to prevent units from breaking down without changing them all to sections or doing any other art work. I'll just leave them as is with that in mind.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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Re: Campaign Barbarossa v0.1

Post by Lobster »

Change note:
German 8th Inf Div, 256th Inf Div and 20th Corp Troops redeployed.
Added some roads to help with the above.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
Iriglin
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Re: Campaign Barbarossa v0.1

Post by Iriglin »

Great job. Stunning map. I've been waiting years for this!
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broccolini
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Re: Campaign Barbarossa v0.1

Post by broccolini »

Wow.
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Re: Campaign Barbarossa v0.5

Post by Lobster »

V0.5 Change notes.

Replacement edited.
184 Stug Btn relocated.
Luftwaffe withdrawals and disbandments edited.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
SpicyJuan
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Re: Campaign Barbarossa v0.5

Post by SpicyJuan »

Is this Nigel Askey's project?
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Re: Campaign Barbarossa v0.5

Post by Zovs »

SpicyJuan wrote: Sun Mar 26, 2023 6:39 pm Is this Nigel Askey's project?
No this is Jacks project, Nigel is an author, Jack is this scenarios creator aka the fightin Squirrel
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