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Thread: Campaign info

  1. #1
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    Default Campaign info

    Salute All Sturmovik fans !
    It seems that slightly our ranks are getting thinner day by day , and events are also pretty scarce so after speaking to my friend Thor i decided to launch a SEOW campaign that might give some action to the ones interested . On the conception of it are also involved YR Dan and Thor of course to whom i present a big thanks for making this possible.
    ...Many of you are way more experienced than me at this game and i treat that with all due respect but i would like to emphasize from the very beginning that this campaign should be regarded as a game for fun and i am not prepared to let angry comments and remarks spoil that feeling. As for myself i have witnessed during my participation in various fronts many arguments on the forums , people getting to each others throat for silly reasons and sadly enough all this s**t is usually blamed on the admin ...Well, to prevent that from happening i am outlining here below the general rules for this campaign so …

    Keep calm and fly !

    Please read it !



    1. Campaign weapons set is semi-historical. Together with Thor we have tried to find the best approach to this epic WW2 battle but keeping in mind that game has limitations and also we have to make it enjoyable above all. The way we are playing it the Germans have pushed and conquered the North part of the peninsula and are aiming to occupy it. Russians are defending and trying their best to counter-attack. We do not respect totally the armies deployed in WW2 but Axis has some advantage in numbers , not as big as in reality. Also to replicate some of the historical events some weapons will be usable from mission 5 onwards. Due to the fact the campaign extended from 1941 until mid-1942 some planes from 1942 were added ...for more fun too.

    So there will be no talks over these weapons , it’s simply take it or leave it. Period.

    Attachment: plane set & ground units

    Attachment: map for general presentation
    For those interested in the real battle please see the attached :
    https://www.youtube.com/watch?v=BsqdGsDGloE
    https://en.wikipedia.org/wiki/Siege_of_Sevastopol_(1941%E2%80%9342)
    The siege of Sevastopol itself is too difficult to replicate so we set some victory conditions that would force both parties to take some actions resembling to the historical ones.
    If you have any suggestions please communicate them to Axis/Allied commanders and they will post / discuss them in the forum.
    Please do NOT post individual remarks ...they will be disregarded. This will keep things simple and possible - but not desired- arguments inside each side.


    Admin will be mediating and have final decision.
    Courtesy of =VARP= will allow us to have a forum page .


    Gone are days when we had to apply months in advance for taking a seat in a SEOW...so because we are a small gang of die-hards there WILL be 1(one) restart of the mission if anyone crashes or has technical issues until minute 5. Please try NOT to make a rule of it…Also with mutual agreement it would be better if we can have pretty equally balanced human players on both sides, but this is NOT a must.
    I am sure that both sides will experience units getting killed or lost stranded somewhere on the map because some possible game bugs...forget resurrect them...this is not our case...you can think of friendly fire, defection or even Bermuda Triangle should that apply to ships...so dead is dead. I am sure i will be loathed for that by Commanders, forced to put a lot of attention on every move...but hey- i am a commander myself ...
    Since almost half of the real Crimean campaign was fought in really bad weather Commanders from both sides can talk/agree over the weather settings - we are here to fly not to stay blind in the clouds or have impossible gusts.



    Axis commanders are YR Dan & DD Ovy.
    Allied commander is IAF Alon & =VARP=Thor
    Admin is 22GCT_Gross
    TS: =VARP= (gec.servebeer.com:7777 password pass)
    Mission planner and game hosting: http://89.163.173.82 (for game 89.163.173.82:21000)



    Missions to be played Sunday , closing doors 21.15 CET . Air missions duration is 90 mins. but server will run 120mins to allow ground units movement
    GOALS:
    AXIS:

    1. Control 9 control points, hold them for 2 missions OR destroy >80% of russian NKVD evacuation forces - Limited Victory
    2. Capture Sevastopol AND hold Dzhankoy - Victory
    3. Capture Sevastopol AND hold Dzhankoy AND have less total casualties (statistic)- Total Victory

    Capture Sevastopol and Feodosia = Instant Victory

    ALLIED:

    1. Control 12 control points, hold them for two missions AND lose less than 50% of Sevastopol evacuation NKVD units. - Limited Victory
    2. Hold Sevastopol AND another 12 control points - Victory
    3. Hold Sevastopol AND another 12 control point AND have less total casualties (statistic) - Total Victory

    Capture Dzhankoy and Yevpatoria: Instant Victory


    SITUATION:
    Campaign scenario starts at 22.Oct.1941 after Axis troops have break through from the mainland and occupied Dzhankoy and Yevpatoria and have the front line as depicted on the map.

    Axis have some advantage in troop numbers and still on offensive . Their forces at the beginning are consisting of 4 full Infantry Divisions and to simulate the offensive they will get an extra half division without tanks as reinforcement available through missions #2 and #3.
    Russians have at beginning 2.5 infantry divisions. This half is missing all tanks and some number of guns to simulate not perfect conditions. See the detailed description below which units are inside single infantry divisions for both sides.

    In mission 5, if Kerch and Feodosia are not already taken by Axis, Russians make the landing and counter offensive. Russian commander can decide will he go with landing from mission 5 or he will wait longer. Russian commander will get 1 armor divisions. Half of this forces will be added to Kerch ground supply, while half will need to be transported from Novorossiysk and Azov by the sea transports. This units are going to be already placed inside Allied supply points with 4 missions delay.
    As a response to Russian bridgehead at Kerch in mission 5, in mission 6 Germans receive 1 panzer divisions, half on the northern part supply point, and the other half should be shipped from Odessa and Constanta by the sea. This units are going to be already placed inside Axis supply points with 5 missions delay. Axis commander can decide will he deploy them right away or not.
    You can see that both sides will have reinforcements brought roughly half by sea and half by ground.
    Ship activity was scaled to fit the purpose of the simulator so both sides will have at disposal max.8 ships moves.
    PLANESET:

    DEPLOYMENT AND GAMESET:
    At the beginning of the campaign both sides will have 50% of all units set AROUND major cities and CP (see Rules of engagement here below) while Commanders have at their disposal the other half to be placed on map according to will.
    Attention!!!: All units which are taskable at beginning for placing on the map MUST be placed at 6~10km from the adjacent frontline.
    * Axis have Yevpatoria and Meznavadnoe harbour for unloading
    * Russians have Sevastopol, Feodosia, Kerch and Yalta as only harbour for unloading
    It is not allowed to unload ships anywhere else because we don’t have 200 000 infantries to guard everything.
    As to emphasize the role of industrial cities there will be production and spawning IN the cities for particular types of units , as in reality.
    * Trains, trucks , mortars , and infantry can be produced in towns where factories are, while if you produce other war material it will go to map edge resupply points.
    * Russian production: Sevastopol, Simferopol, Feodosia, Kerch, Bakhchisaray, Belogorsk, Verkhorechyne, Saki and Prudi. All together they produce 4800 points per mission. Fuel supply: At start Allied have 1 340 000L and 400 000L in off map reserves. Per mission they produce 47 200L
    * Axis production : Dzhankoy and Yevpatoria and Dozorme - NO infantry production ( no recruits are volunteering..) All together they produce 4480 points per mission. Fuel supply: Axis at start have 1 425 000L and 400 000L in off map reserves. They can produce produce 46 400 L per mission.
    * Unit names will be limited. There will be enough names to include all initial divisions and reinforcements + 20% of war material produced in factories.
    This means that commanders will be limited with platoons names which they can put on the map regardless how many units they have in their supplies. It is commander responsibility to keep their forces in full strength. Unit names became available again after destroyed units get resolved after each night clock advance.
    * In case of one side capture enemy supply point in some city, units inside supply point will be removed by admin

    Also here are some rules of engagement:

    - Commanders should avoid putting any units inside the cities. It will be pain if we start searching for units inside city areas and we just gonna get frustrated with it. So commanders should put units close to cities, but not directly inside the city. Control points are outside too.
    Units which are just passing through the cities on the road are ok because some units use normal movement mode and they need to use the road.

    -All factories use small factory plates, try not to park your units below them

    -No paratroop drops over airbases, control points or industrial areas - closest drop must be >2km

    - All units, except infantry, mortars, MGs and spies must be planned to cross river over intact bridges. Some units use simple movement mod and you could see them in the mission that they go over water. This is normal because of their movement mode….but this movement must be very close to intact bridge.

    -Unloading radius is 5km. When unloading ships you don’t need to navigate into harbor. Coming with ships within 5 km to unload units on dry land is good enough.

    -Trains will not be forced to unload material on train station, so you can load and unload from them anywhere you want.

    -Command and control unit moving by coordinates is allowed by 5 km in one mission and this is here to give commanders ability to re arrange frontline or advance even without making moves. This means that commander can change position of any ground unit by 5km from it’s original location in one mission by using coordinates. Commanders should take care of NOT to move own units over enemy units, or over the water if there is no available intact bridge.

    -Escort ships (destroyers, cruisers) can not come at any place closer than 20km to land.

    - No ship is allowed to enter the rivers.
    -No units should be planned to go through woods, lakes or be parked under the bridge.

    -Only 16 guns per side (not to be mistaken with platoons) are allowed to make barrage in one mission.

    -So called “lucky chain” for fuel or units is not allowed.

    -Placement for radar should be so they cover only 20 km inside enemy territory. Move them closer as you progress and move them back as your enemy progress.

    -Fighters on both sides are not allowed to attack any ships except small patrol boats.

    -Do not attack enemy ships inside green zones (can be seen in mission planner)






    Last edited by =VARP=Thor; 28-04-2017 at 16:42.

  2. #2
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    Default Re: Campaign info

    Netspeed=20 000

    In the test and hopefully later during the campaign, we gonna use this mods:


    1.History
    2.Expert
    3.Crimea'41-'42 v1.0

    Link for MOD download

    https://drive.google.com/file/d/0Bz9...ew?usp=sharing

    This map has been retextured and to avoid possible invisible tree collisions in towns i sugest you to set your settings to perfect and to set your forest to 2 in your config.ini file.

    Passwords for MP (HD maps for MP not done yet) will be published to private sub forum by commanders after tomorrow's test.

    Salute!
    Last edited by =VARP=Thor; 25-05-2017 at 08:48.

  3. #3
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    Default Re: Campaign info

    Server netspeed has been lifted from 10000 to 20000! This should solve "speeding" units and make their motion smooth. From now, all players should set their netspeed to 20 000 in conf.ini

  4. #4
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    Default Re: Campaign info

    I was on 25 000.
    http://imageshack.us/photo/my-images/853/dragunov4500x120.png/

  5. #5
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    Default Re: Campaign info

    Hey guys, quick question:
    How many missions are planned to me flown in this campaign?
    http://imageshack.us/photo/my-images/819/vjeranjg77ok.png

    II./JG77_Jack, Gruppenkommandeur,

    II./Jagdgeschwader 77 "Herz As"

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  6. #6
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    Default Re: Campaign info

    Hi, 3 more....than summer break....from 2.9. 10 more missions, or less if someons meet victory requirements.

  7. #7
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    Default Re: Campaign info

    Quote Originally Posted by =VARP=Thor View Post
    Hi, 3 more....than summer break....from 2.9. 10 more missions, or less if someons meet victory requirements.
    Thanks Thor!
    http://imageshack.us/photo/my-images/819/vjeranjg77ok.png

    II./JG77_Jack, Gruppenkommandeur,

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