Certain Strike 87 and the final Modern Campaigns 4.05.1 Updates

Hi All,

We are excited to release Mark ‘Midge’ Middleton’s Certain Strike '87 campaign scenario for Danube Front ’85. In tandem, we are updating the remaining Modern Campaigns titles to version 4.05.1.

The three titles updated today are Modern Campaigns: Danube Front’ 85, Modern Campaigns: Fulda Gap ’85, and Modern Campaigns: Middle East ’67.

You can read the background for Certain Strike '87 in this recent blog post.

Version 4.05.1 supplants the version 4.05 that was released with Panzer Campaigns: Smolensk ’43. A range of fixes and additional enhancements are included in the latest version. Panzer Campaigns: Smolensk ’43 will also be patched to this version at the appropriate time.

Please note that we are providing a patch to upgrade from version 4.04 to version 4.05.1; however, full 4.05.1 installation builds are available in case you prefer to do a full install. You may remember that version 4.04 was a full-installation-only build. The 4.05.1 patch will only work with a version 4.04 installation. If you already own a copy of any of these three titles, the latest full 4.05.1 game build should be available now in your Store Account on the WDS website. If you choose to not patch, and use the full installer, you will have to uninstall any existing versions and then install the latest to be up to date.

Version 4.05.1 introduces the following changes beyond version 4.04:

Modern Campaigns Patch 4.05.1 Changelog

Bug Fixes

  • Bug: Removed expired objectives that were still appearing in the Command Report.
  • Bug: Prevent "super-stack" movement & assaults for the AI and player. The stacking limits were not working in all cases.

Enhancements

  • The Jump Map can now be closed by right-clicking over the map dialog box.
  • The AI Orders Dialog in the Scenario Editor is now non-modal.
  • AI updates
    • The AI will now dig-in based upon the values in the main.ai file.
    • AI Rail movement has been revamped and takes into consideration the values in the main.ai file.
  • The objective expiry turn number added to the Hex Info area. The word ‘Pts’ was removed.
  • Font Change from MS Sans Serif to MS Shell Dlg 2. This is not a font per se but will use the MS-approved Windows default font for a particular culture/region. This change allows many language specific characters to show in game and dialogs in particular. For English, the MS-approved Windows default font is Tahoma.
  • Font size increase from 8 to 10 for the Organization, Strength and AI Orders Dialogs.

Modern Campaigns Patch 4.05 Changelog

Not Released

Bug Fixes

  • Bug: Ski units will now use foot movement sound where there is no SNOW or FROZEN map condition.
  • Bug: Fixed Convert to Sub-Scenario.
  • Bug: Partisan units will no longer disrupt movement of units when in Travel Mode.
  • Bug: AI Hold Orders will now not be cleared after one turn.
  • Bug: AI Active Orders will now not be cleared after one turn.
  • Bug: Units in travel or rail mode will now pass through Fortifications without vacating them and reducing their defensive values.
  • Bug: Pontoon bridges built over destroyed full hex ferries can now be crossed by units.
  • Bug: Fixed an AI issue where HQs moved to the front line.
  • Bug: Fixed a crash when a Caller disconnected from the Host while using Direct-Play.
  • Bug: Corrected command shading when a unit has zero command radius.

Enhancements

  • Remove the Spotted icon from the Unit card and add "Spotted" as the first line on the Terrain Box.
  • Show Organization Enhancements (Alt-Q)
    • Is now a non-modal dialog and can be left open during play. It can be placed on a separate monitor if desired.
    • The ‘Show Organization’ (Alt-Q) will now both highlight the selected organization and move the map to center on the selected formation/unit.
    • If an organization is highlighted on map (shortcut key ‘Q’) and then the Show Organization dialog opened (Alt-Q), the dialog will now expand the Org Tree to show the selected Organization.
    • Selecting units on map with the Show Organization Dialog open will update the dialog view.
    • Formations may show if they are ‘Not Present’ or ‘Reinforcements’ in the scenario being played.
    • Strength values are shown for each formation.
    • Show Organization icon added to the toolbar.
  • The Jump Map (shortcut key ‘J’) is now a non-modal dialog and can be left open during play. It can be placed on a separate monitor if desired.
  • The Command Report (Alt-K) is now a non-modal dialog and can be left open during play. It can be placed on a separate monitor if desired.
  • The Parameter Data (shortcut key ‘F3’) is now a non-modal dialog and can be left open during play. It can be placed on a separate monitor if desired.
  • All non-modal displays can be placed on screen as desired and their positions and sizes will be remembered. Under Settings there is a ‘Clear Settings’ choice that will reset all positions and sizes to default. Please note this resets all your settings as previously played.
  • Fatigue accumulation code is now based on ratio of losses to full strength.
  • Morale checking code. Determining whether morale checks are applicable is now based on ratio of losses to current unit strength.
  • Upgraded functionality for Armored Trains.
    • Armored trains cannot change into rail mode. They can only move deployed.
    • Armored trains are exempt from the night move disruption rule. They normally would be exempt when in rail mode, but as they move deployed, they need to be set as an exception.
    • Armored trains use the Artillery Hard Target Modifier in the PDT when firing into an adjacent hex only (usually a value of 2.5x). This is for both hard and soft fire. This represents the attached infantry and other close weapons such as MG’s.
    • Armored trains have patrolling capability, just like infantry units. These were used for track protection and anti-partisan duties and adding this allows that.
  • Area Boundaries setting is now saved in the registry.
  • The spotting range for patrolling is now in the PDT.
  • A* Pathfinding added.
  • AI updates
    • Improvement to movement scripts including start and end turns.
    • Improvement to hold orders including start and end turns. Units are discouraged from leaving fortified hexes.
    • Changes to assault initiation and targets
    • Changes to night movement behavior
    • AI offensive and defensive fire takes into account the state of the firing unit. Fatigued units will fire less with a priority to rest and recover.
    • Adjusted the behavior of units directly attached to corps and armies.
    • Indirect fire will now prioritize units that are in hexes with have lower defense benefits such as clear hexes. Hexes with entrenchments will be a lower priority. This is to prevent the AI from ignoring priority targets such as engineers in minefields and hitting bunkers instead.
    • Revised movement rules for HQs and artillery to ensure they did not move to close to the frontline, but still supported their units.
    • AI file added to the Data directory. This controls common parameters used by the AI. Scenario specific AI files can be created and are selected through the scenario header dialog.
    • Active Order Expiry added to cater for legacy AI scripting.
  • Wireless intercepts have been added. These will reveal HQ locations based upon radio direction finding and wireless analysis. Values in the PDT for each side determine the percentage chance and whether the report is detailed (the level of HQ – Division, corps etc.) or generic. HQs that have been found can be targeted by both artillery and air units.
  • A new optional rule was added to prevent units with low ammo from firing.
  • Window Edge scrolling added (Settings\Scrolling).
    • This is to support multi-monitor support when using the new non-modal dialogs such as the Organization display.
    • To scroll using Window Edge, place the mouse cursor near the edge of the game window (not menus or unit boxes). The map should scroll in that direction.
    • The default area to determine scrolling is 48 pixels within the edge of the game screen. The active area can be adjusted to be larger or smaller by changing the value in Scrolling Buffer under the Scrolling menu.
  • Limited time objectives enhancements.
    • These objectives now show on map in the format VP: Turn. For example, a value of 100 : 10, would be 100 victory points, expiring on turn 10.
    • Objectives expiring in the next 10 turns will show in the command report and can be clicked to go to the location.
  • Clearing rubble has been changed. Engineering battalions or equivalent can get up to 3x the rubble clearing value per turn. Each eligible engineer in a hex will roll to clear rubble, allowing multiple attempts if multiple engineers are present.

Content Changes

  • Support the use of a colon in the Unit Component Name (to differentiate units but use the same picture).
  • Changed Editor icons to be like the Panzer Battles ones (colored differently).
  • The Scenario Selection dialog has been updated to include artwork.
  • Tooltips added to Optional Rules dialog.
  • New Certain Strike ’87 Campaign Scenario included in Danube Front ’85.
  • Bolt out of the Blue 10.0 PDT file corrected.

Here are some short notes regarding Certain Strike 87 from Mark. You can expect him to post a more detailed designer overview blog post soon.

I intend to do a post on the construction of CS 87, the why’s and wherefores etc. so for now I’ll keep this to the point.

The only addition to the Blog Post is elements of the German II Korps taking up forward positions as per the NATO Op Plan for the defense of the Danube basin (click for the link in the image below).

GAME PLAY

Firstly, from the off this has been designed as a Two Player game. I’m not convinced the AI will handle the size/magnitude and complexity of this effectively.

Two basic House Rules, DON’T use SSM to deliver mines or units marked as SF to blow bridges. Certain units are marked as SF to avoid the effects of Isolation. These are usually genuine SF or Airmobile chopper types, as it’s a given these forces operate in an Isolated state as a default. Didn’t Capt. Winters, of Band of Brothers fame, say something along the lines of “we’re Paratroopers we’re supposed to be surrounded”.

Continuing on an SF theme; some SF units and Recon units have been marked as having UAV’s. Obviously, this is used to achieve a desired affect not to represent them having UAV’s.

LRRP’s (Long Range Recon Patrol) units often operate in a mutually supporting fashion where OPs would be set up or Patrols would be conducted to cover a desired area. This area could cover several miles. Giving them a UAV ability allows them to potentially spot enemy units using the Recon Patrol option, current visibility plus one hex including units not in LOS. Most of these units have the option of dispersing and deploying as a Deception Units if they’re “bumped” by something nasty.

Some Recon units (including AFV types) have also been given this ability. They would use numerous ways to conduct their Reconnaissance, concealed routes, infiltration, stay behind tactics to name but a few. Most Recon units of this period also had various sensors and GSR (Ground Surveillance Radars) as part of their TO&E. So, look at your units carefully and assess their various abilities before deciding how best to use them. By all means chuck your Scimitar Recon AFV’s in the line to try and hold up a battalion of T-64s for a turn, but in the long run you may be better using its Reconnaissance ability to give you a good picture of just what’s coming your way!

I spent most of the 80’s in Recce Troop Royal Marines, so I have a reasonable handle on how these things work. This was the best I came up with for simulating the use, tactics and abilities of Reconnaissance assets using the game engine as it currently is.

Engineers. There are plenty of them on both sides with various abilities. The Digging In value is set quite low so you will need them if you want to entrench in a hurry. I’ve often found the ability to dig in way too easy for non-Engineer types. Trust me, it takes forever and its ball breaking!

Minelaying is set fairly high, most nations had various specialist Minelayers within the normal TO&E of their Engineer battalions. The Soviets (and to a lesser degree the West Germans) had a fair few Minelayers, the Soviets had whole battalions of them. You will notice these units have zero combat ability, but they have an Indirect Fire Range of 1 Hex, this means they are able to lay two Minefields adjacent to their current location in a turn using the Indirect Fire procedure.

Harrier Field Force inclusion. 48 strong Harrier Force are on board with a FAARP HQ with a Command Range of 10 hexes. As they operate like choppers, they’re fairly easy to represent. Also included are the RAF Regt protection and support force. More detail on this at a later date. They are used the same as attack choppers, but they only have an attack range of 1 Hex.

A quick word on ZOC Modifier before I close. The current Modifier is set to 0, but I have played many games with it set to 25 which basically means units can always move at least 1 Hex.

There are pros and cons of both, personally I prefer the 25 setting, the main reason being if a large combat unit is Isolated by a couple of, shall we say, non-combat types (of which there are numerous in this game) they can always move.

As I mentioned I intend to do a post on the why’s and wherefores at some point but in the meantime if you notice any errors or indeed have any questions feel free to email me at

m.g.middleton@hotmail.co.uk

I will also add that the Bolt Handbook is in the Manuals Folder of DF85, a lot of that is relevant to this scenario as well, some of that was penned by myself including some tips for NATO at the end.

ENJOY

We expect to follow-up with further games very soon.

Here are a few sample screen shots:

Modern Campaigns: Danube Front’ 85

 

Modern Campaigns: Fulda Gap ’85

Modern Campaigns: Middle East ’67

And to prepare you for Certain Strike 87, here is some footage from the actual 1987 Reforger exercise.

We plan to continue to migrate the remaining Panzer Campaigns titles across to version 4.05.1 over the next month or so.

Please keep visiting the WDS site for the latest news, or make certain you are subscribed to our email updates to stay current with the latest developments on the WDS front.

5 comments


  • Luke - LT Gaming YouTube

    Great to see you update these games! I’ve just started to scratch the surface of the WDS games and enjoy covering them so far on the YouTube channel. More to come!


  • Paul Walker

    Thanks Team WDS for the ongoing updates. ME 67 is my favourite MC title, but I’ll certainly be trying out Certain Strike 87. Big shout out to Mark Middleton for putting that one togther.


  • Elxaime

    Great job! Still looking through it, but I noticed NATO counterbattery is set at 750 percent (!) – is that a typo?


  • Glen Nielsen

    Be still my beating heart!!! I’ve been waiting for this since it was announced! I may have mentioned that I’m an unrepentant WDS fanboy because, well because the games are awesome. I’m able to game almost every era that I’m interested in at the moment, the community and WDS support make these the metric by which others are measured.

    All of that said the Modern Campaigns are in my top three series and to have them all updated, along with Certain Strike is more than my brain can handle. Thank you WDS!!


  • Jens L

    Excellent new scenario. Love it. One small problem, i dont know if its only me, but the unitbox background has a white patch which make it impossible to see the white text…. i had to modify it myself, with paint, i am a true hacker. :)


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