Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Dodecanese Campaign 1943

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Dodecanese Campaign 1943 Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Dodecanese Campaign 1943 - 5/16/2009 9:02:01 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Working on a small scenario for the Dodecanese campaign in 1943.

Does anyone know where to find a full OOB for the forces used?

More about the campaign can be read here

http://en.wikipedia.org/wiki/Dodecanese_Campaign

_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G
Post #: 1
RE: Dodecanese Campaign 1943 - 6/12/2009 8:51:11 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Currently working a little on this baby. Purchased the wargame War in the Aegan.

Probably going to model my scenario after this. It has some 350 counters. A lot of work. So far i have placed maybe some 100 units/reinforcements. Will be really fun i think.

New SFTs so far

Coastal artillery
Long range reconnoicense air
Torpedo boat
Minelayer
Landing ship


OOB of the units defending Rhodos (in game)

Sturm Division Rhodos HQ
1st Inf Bat/R
2nd Inf Bat/R
3rd Inf Bat/R
Misc inf Bat/R
806th Flak Bat/R
4th Art bat/99th Reg
99th Recon Bat
Panzerjaeger Bat

50th Div HQ (italian)

5th Art Bat/50th
1st Bat/50th
4th Bat/50th

Air elements (JU-87)

Picture of Rhodos defense at the start of the game




Attachment (1)

< Message edited by Grymme -- 6/12/2009 8:59:23 PM >


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 2
RE: Dodecanese Campaign 1943 - 6/12/2009 9:56:17 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
MINELAYER ??

How do they work ?

(in reply to Grymme)
Post #: 3
RE: Dodecanese Campaign 1943 - 6/12/2009 10:19:13 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline

quote:

MINELAYER ?? How do they work ?


Agreed! I could never make sea mines that worked. If you have minelayers, you must have sea mines as well

Can't wait to see how you do it, and hope you'll let us copy what you do.

(in reply to seille)
Post #: 4
RE: Dodecanese Campaign 1943 - 6/12/2009 11:00:22 PM   
tweber

 

Posts: 1411
Joined: 6/27/2007
Status: offline
You might be able to define an action card that adds a sea mine unit to any sea hex with a friendly minelayer at sea.

(in reply to explorer2)
Post #: 5
RE: Dodecanese Campaign 1943 - 6/13/2009 2:55:34 AM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline

quote:

You might be able to define an action card that adds a sea mine unit to any sea hex with a friendly minelayer at sea.


Now that's thinking outside the box Tom! Good for you.
In my case, I was actually able to create sea mine units that could get placed but I never could get them to do any damage. Barthheart looked at it and couldn't figure it out either so I moved on, but it would be a VERY nice addition to have sea mines that you could place and that did damage, not just ones that start in place like in GPW.

(in reply to tweber)
Post #: 6
RE: Dodecanese Campaign 1943 - 6/13/2009 10:00:31 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
As of now each minelayer (who each is a different SFT type) has a number of mines (actioncards). Right now each minelayer has 3 sets of mines. By playing the actioncard one mineset is placed in the hex of the minelayer.

As for the mines not attacking i have the same problem. But in the boardgame mines were not hidden either. So my thought was maybe that the minlayers lay their mines and then they just block locations. If the enemy wants to move through that area he has to pass through the minefield (attack the mines).

Maybe the mines could have some artillery power (abstract, but could work).

There are plenty of narrow locations in the scenario so a couple of well placed mines could actually have some importance in the game. But to be honest the minelayers are mostly for show.

Another idea would be for the minelayers to build locations. And when the enemy would move through the location something would happen.


Italian minelayer Legnano having mined the straits between Leros, Kalimnos and Patmos.




Attachment (1)

< Message edited by Grymme -- 6/13/2009 10:02:07 AM >


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 7
RE: Dodecanese Campaign 1943 - 6/13/2009 6:04:14 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Is it posible in the game to attack the mines by air ?

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Grymme)
Post #: 8
RE: Dodecanese Campaign 1943 - 6/13/2009 6:11:49 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Hmm... i guess so. Do you want it to be or do you not want it to be?

Working on it some more today.

Implemented
- The Drache & the HL282 Kolibri (a german minelayer with a experimental helicopter on board)
- Escort Carriers
- Long range reconaissance
- Working on implementing Italians surrender event
- Operation Accolade Event.

Played it against Axis computer a couple of times. Getting really beat up. But its a lot of fun. Huge interaction between air/naval and ground forces.


The theatre of operations.




Attachment (1)

_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Jeffrey H.)
Post #: 9
RE: Dodecanese Campaign 1943 - 6/13/2009 7:47:50 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
By the way. Here is the mineplacement event (working). Although i dont think its very special.

The things to remember is that every minelayer has to be a separate SFT (otherwise the event causes mines to be layed in several hexes).

LAYING MINE (MINELAYER ZEUS)

0) SETVAR: TempVar2 = CheckMapHeight
1) SETVAR: TempVar1 = CheckMapWidth
2) LOOPER: TempVar3 FROM 0 TO TempVar1
3) LOOPER: TempVar4 FROM 0 TO TempVar2
4) CHECK: CheckSFTypeInXY(TempVar3, TempVar4, 106, 0) > 0
5) EXECUTE: ExecAddUnit(19, TempVar3, TempVar4, 0)
6) END CHECK
7) END LOOPER
8) END LOOPER


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 10
RE: Dodecanese Campaign 1943 - 6/13/2009 8:49:29 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
The current briefing.





Dodecanese Campaign 1943


1 Background

1.1 Scale
Units are at company and battalion scale with task force HQs. Ships are individual except for torpedo boats which are each 1-3 units. Aircraft are at squad level.

Each round lasts 5 days.


2 Rule Changes

Naval speed is separated into 3 different speeds. Low speed, normal speed and fast speed.

All aircraft have more than twice the normal range.

3 Production & Research
There is no research in this scenario.

Off map supply centers produce huge amounts of supply. Villages have 500 BPs. They can only produce supply, PP and greek militia.

4 Locations terrain etc
Villages do not function as airports or as ports.

Only airfields work as airfields. Only makeshift ports work as ports.


5 Peoples
The scenario contains the following peoples.

Germans

British

Indians

Greek
Battle at 35 % for the Axis. Battle at 100 % for the allies.

American/US
The US lends the british a hand with some air units. These dissapear at round 5.

Italians
Battle at 50 % for the axis. Battle at 35 % for the allies.

6 New SFTs and changed SFTs

Minelayers
Can each lay three mines. Normal Speed. Very fragile. The Drache minelayer can also carry 10 weightpoints of airunits (the HL282 Kolibri).

Torpedo Boats
Moves fast. High Kill ratio but low retreat ratio. High initiative. Fragile

Landing ships
Carry 20 weighpoints. Move fast.

Escort Carriers
Carry 60 weightpoints of airunits. Less hitpoints than normal Carrier.

Carrier
Can carrie slighly more (120) compared to normal aircraft carrier

Mine
Immobile Axis unit. Fights like cruiser. Have high hide points. Laid out by axis minelayers Drache, Zeus and Legnano.

Greek militia
The only unit that can actually be produced in the scenario. Like rifle but worse. Cost 100Bps. Can be built in villages.

HL282 Kolibri
An experimental helicopter unit aboard the Drache. Only good for reconnaisance.

LR Reconnaisance
Air unit that is only usable for reconnaisance. Have large range and not easily shot down.



7 Events

Operation Accolade
From round 5 and forwards there is a 50 % chance each round of operation accolade happening. Operation Accolade was a proposed invasion of Rhodos. When this happens a large taskforce becomes available in Cyprus together with the 10th Indian division.

German U-boats
Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.

US units
The allied forces get some US airunits as reinforcements on round 2. These are withdrawn on round 5.

Italian Surrender event
When the allies/germans first land on a island occupied by italian forces there is a chance the italians will change sides /surrender (this event is not implemented yet).

8 Reinforcement list.

Very long. Will list this later.

9 Victory

Each location on the map is worth 1 VP (except offmap locations).

Scenario lasts 11 rounds. On round 12 the player with the most victory points win.


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 11
RE: Dodecanese Campaign 1943 - 6/14/2009 9:06:18 AM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
No, I don't want it so, but I was just wondering if you had thought about attacks from air units and also artillery units. It's not really historical or realistic to allow them ot be attacked by these means.

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Grymme)
Post #: 12
RE: Dodecanese Campaign 1943 - 6/14/2009 9:42:18 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Kind of figured that.

Well. i pretty much agree. The engine doesnt seem to allow for really good sea mines. Still i think the benefits in gameplay overweights the flaws. The mines will be in form of a game variant so that people who dont like them can deselect them.

In any case i dont think air attacking will be an issue anyhow since mines will only be used in human vs human games (because they are actioncards) and it would be unwise for an human to attack mines with aircraft (since they have cruiser stats).

I realize it will not be really historical, but still, i think they will make a nice addition.

Btw. Looking for a playtester for this. You wouldnt be interested in a game? Its a short scenario (11 rounds).



_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Jeffrey H.)
Post #: 13
RE: Dodecanese Campaign 1943 - 6/14/2009 10:19:13 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Here is the reinforcement list

8 Reinforcement list.

8.1 Allied reinforcements
 
Round 2 – Unruly (SUB), US-B17, US B-24, 2*US P-38, Royal Engineer Battalion
Round 3 – Aldenham, Fury, Miroulis, Panther, Themistocles (DD), Aurora, Carlisle, Dido, Penelope and Sirus (CRU), Torbay (SUB)
Round 4 – Rockwood, Hursley, Penn, Petard, Dulverton (DD), Koritza (TR).
Round 5 – 2nd Hvy AA Battalion, 41st Light AA Battalion, 50 % chance of 4th/13th Frontier Forces Battalion

Round 7 – Escort Carriers Attacker and Hunter with airforces, B,C & D Comp of 11th Parachute Battalion
Round 9 – Pola, Eolas, Krakowiak (DD)

Operation Accolade forces
42nd and 43rd landing ship flotillas, Howe (BB with DD escorts), Formidable (CV with DD escorts and aircraft),
Indian 10th Infantry division HQ, 8 Infantry battalions, 3 Artillery battalions, 1 Anti tank battalion, 1 commando battalion, 1 Recon battalion

8.2 Axis Reinforcements
 
Round 3 –12th and 21st T-Boat Flotilla, Olympus, Savona, Kari, Trapiani, Schfinno (TR), Landing Ship Flotilla, Drache (Minelayer), Ingegerd (TR with T-boat and landing ship escort), Aschoff HQ, Saldern HQ, 780th Eng Company, 4infantry Battalions, 2nd, 3rd and 4th Luftwaffe infantry Company, 1st and 15th Par Company,
Round 4 – Olympa (TR) with 9th and 10th Kriegsmarine infantry Company.
Round 5 – 4* BF109, 3* JU87, 1* Machi202, 3*HE111, Sinfra (TR) and 1st/21st  Luftwaffe inf Comp
Round 6 – Gertrude (TR) Jaeger HQ, 14th Par Company, 3rd Jaeger Bat, 88mm Battery, I/KG100 and II/KG 100
Round 8 – 15th, 16th and 17th T-boats, Landing Ship, 2nd Par Company, 3rd Company/1st Bat/Brandenburg Div

8.3 German Airforce reinforcements
After round 1 the germans recieve aerial reinforcements in mainland greece after the following formula. 2*50 % chance of 2 fighters, 1*50 % chance of 2 divebombers and 1*50 % chance of 2 levelbombers.

8.4 German U-boats
Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 14
RE: Dodecanese Campaign 1943 - 6/15/2009 12:59:31 AM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline

quote:

ORIGINAL: Grymme

Kind of figured that.

Well. i pretty much agree. The engine doesnt seem to allow for really good sea mines. Still i think the benefits in gameplay overweights the flaws. The mines will be in form of a game variant so that people who dont like them can deselect them.

In any case i dont think air attacking will be an issue anyhow since mines will only be used in human vs human games (because they are actioncards) and it would be unwise for an human to attack mines with aircraft (since they have cruiser stats).

I realize it will not be really historical, but still, i think they will make a nice addition.

Btw. Looking for a playtester for this. You wouldnt be interested in a game? Its a short scenario (11 rounds).




Sure, I'll give it a shot. I'm not well learned on the history of this campaign but I'll make a go of it.




_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Grymme)
Post #: 15
RE: Dodecanese Campaign 1943 - 6/15/2009 3:06:51 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
No problems. You dont need any special knowledge about history to play it. Which side would you like to play? Both sides are pretty equal in ground forces. The germans have more airforces and the allies have more naval power. The ground forces of the scenario are quite weak. The scenario should provide a very intense interaction between ground air and naval power.

The germans start pretty much in controll of the starting field so the allies have to be quite aggressive.

If you PM me your email and which side you want to play ill send it over tonight.

Scenario should be more or less finished, but there could be balancing issues.

_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Jeffrey H.)
Post #: 16
RE: Dodecanese Campaign 1943 - 6/22/2009 6:24:46 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
@Grymme
The solution for your mines is nice, but isn´t it the case that each time you use the mines card ALL your minelayers place mines
whereever trhey are (even in own ports and waters) ?
Thi sis not flexible enough. You must place ALL your minelayers in the area you want to have the mines, then use the card, or ?
Needs a lot of good timing and luck.

Btw, i think there are several ways to get working mines.

1. You can make the mines just with a delay effect (changing the movement costs to +100% for example)
Here you would have to change the terrain by event to lets say "mined waters".

2. Make it as you used them and let the mines be Kamikaze. One time attack like rockets with good damage against ships

3. Use them simply for blocking the path. No ship can attack or destroy them EXCEPT the MINESWEEPER. This should be the only
ship that can effectively fight the mines. Just by attacking and destroying them.

You see there are many solutions posssible. When i played around with i got at least some nice working land mines
long time ago.

(in reply to Grymme)
Post #: 17
RE: Dodecanese Campaign 1943 - 6/22/2009 6:57:35 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Hi Seille

No actually that is not a problem. I used a separate SFT number for each minelayer (there are only 3 in the scenario and no production). Since the event checks for the SFT type then only that hex which contains each separate minelayer lays a mine). This sollution would obviously not work for a producing SFT but works fine for this limited scenario.

As of now they can only block the path since i have not found a way of the moving enemy unit being forced to attack the mines. But in the scope of the scenario it is still usefull. YOu can for example block certain straits or mine all entrances to certain harbours making reinforcement difficult.

I am not finished with the scenario yet. We will see. Am in italy until sunday. Then i will continue.


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to seille)
Post #: 18
RE: Dodecanese Campaign 1943 - 7/1/2009 9:38:57 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
First testgame is underway. It seems fun, although it really is a bloodbath. British landforces might be a little weak for their offensive part (but such was the case in real life also).


Updated this scenario a little.

- Beefed up the coastwatcher companies a little.
- Changed placement of German paratroopers to coincide with the place where the transports arrive.
- Gave destroyers a little more AA. (12 instead of 10).
- Changed transporter range from air8 to air6.
- Changed supply capacity of all aeral units so they can carry 2 rounds of supply instead of 1.
- Gave the Kolibri its own movement type to slow it down a little.
- Changed cost of PP from 500 to 2500.
- Gave the allies 50 % chance of recieving a fighter squad and 50 % chance of a levelbomber group each round after round 2.
- Light Cruisers can carry 20 inf
- Battleship can carry 50.


Anyone who has the scenario already and want an updated scenariofile can email me.

< Message edited by Grymme -- 7/1/2009 10:02:22 PM >


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 19
RE: Dodecanese Campaign 1943 - 7/1/2009 10:09:02 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Here is an updated briefing.

Dodecanese Campaign 1943
 
 
 
1 Background

This scenario simulates the british campaign for the dodecanese islands in the autumn of 1943. After the italian surrender the italian forces in the islands were demoralized and ready to surrender. A pet project of his Winston Churchill decided to go against the wishes of his allies and advisors and launch a campaign against the islands. The germans however decided that control of the islands were esential for the protection of Greece and launched a devastating counter offensive.

1.1  Scale
Scenario starts on the 8th of september 1943.

Units are at company and battalion scale with task force HQs. Ships are individual except for torpedo boats which are each 1-3 units. Aircraft are at squad level. Each infantry SFT represents 5-20 men.

Each round lasts 5 days.


2 Rule Changes

Naval speed is separated into 3 different speeds. Low speed, normal speed and fast speed.

All aircraft have more than twice the normal range. Transports have extra range. All aircraft can carry 2 rounds of supply.

Basic infantry can carry 3 rounds of supply (staff, rifle, smg, paratrooper). Heavy infantry can carry 2 rounds of supply (MG, Bazooka, Mortar). Scouts can carry 4 rounds of supply.


3 Production & Research
There is no research in this scenario.

Off map supply centers produce huge amounts of supply. Villages have 500 BPs. They can only produce supply, PP and greek militia.

Production points cost 2500 BPs.


4 Locations terrain etc

Villages do not function as airports or as ports.

Only airfields work as airfields. Only makeshift ports work as ports.

Airports are producable but cost 20PPs to build. Incidentaly the Allied regime starts with 20 PPs.


5 Peoples
The scenario contains the following peoples.

Germans

British

Indians

Greek
Battle at 35 % for the Axis. Battle at 100 % for the allies.
 
American/US
The US lends the british a hand with some air units. These dissapear at round 5.

Polish

Italians
Battle at 50 % for the axis. Battle at 35 % for the allies.


6 New SFTs and changed SFTs

Battleship
Have an AA range of 1. Can carry 50. Otherwise like normal battleship.

Destroyer
Moves fast. Slightly better AA value (12 as opposed to 10) than in the normal game.

Minelayers
Can each lay three mines. Normal Speed. Very fragile. The Drache minelayer can also carry 10 weightpoints of airunits (the HL282 Kolibri).

Torpedo Boats
Moves fast. High Kill ratio but low retreat ratio. High initiative. Fragile. Good recon value and some hidevalue.

Landing ships
Carry 20 weighpoints. Move fast.

Escort Carriers
Carry 60 weightpoints of airunits. Less hitpoints than normal Carrier.

Carrier
Can carry slighly more (120) compared to normal aircraft carrier. Have AA value equal to FlakII and an AA range of 1.

Mine
Immobile Axis unit. Fights like cruiser. Have high hide points. Laid out by axis minelayers Drache, Zeus and Legnano.

Greek militia
The only unit that can actually be produced in the scenario. Like rifle but worse. Cost 250Bps. Can be built in villages.

HL282 Kolibri
An experimental helicopter unit aboard the Drache. Only good for reconnaisance.

LR Reconnaisance
Air unit that is only usable for reconnaisance. Have large range and not easily shot down.

Torpedo bombers
Air unit specialized in attacking naval units. Good against these. Pretty worthless in bombarding land units. (HE111 and Wellingtons).

Lgt Cruisers
Like normal cruisers but have an AA range of 1 instead of 0. Can carry 20 inf.

Cargoships
Can carry 80 weightpoints.


7 Events
 
Operation Accolade
From round 5 and forwards there is a 50 % chance each round of operation accolade happening. Operation Accolade was a proposed invasion of Rhodos. When this happens a large taskforce becomes available in Cyprus together with the 10th Indian division.
 
German U-boats
Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.

US units
The allied forces get some US airunits as reinforcements on round 2. These are withdrawn on round 5.

Italian Surrender event
When the allies/germans first land on a island occupied by italian forces there is a chance the italians will change sides /surrender (this event is not implemented yet).

8 Reinforcement list.

8.1 Allied reinforcements
 
Round 2 – Unruly (SUB), US-B17, US B-24, 2*US P-38, Royal Engineer Battalion
Round 3 – Aldenham, Fury, Miroulis, Panther, Themistocles (DD), Aurora, Carlisle, Dido, Penelope and Sirus (CRU), Torbay (SUB)
Round 4 – Rockwood, Hursley, Penn, Petard, Dulverton (DD), Koritza (TR).
Round 5 – 2nd Hvy AA Battalion, 41st Light AA Battalion, 50 % chance of 4th/13th Frontier Forces Battalion, 40th and 70th Wellington Sq.

Round 7 – Escort Carriers Attacker and Hunter with airforces, B,C & D Comp of 11th Parachute Battalion
Round 9 – Pola, Eolas, Krakowiak (DD)

Operation Accolade forces
42nd and 43rd landing ship flotillas, Howe (BB with DD escorts), Formidable (CV with DD escorts and aircraft),
Indian 10th Infantry division HQ, 8 Infantry battalions, 3 Artillery battalions, 1 Anti tank battalion, 1 commando battalion, 1 Recon battalion

8.2 Axis Reinforcements
 
Round 3 –12th and 21st T-Boat Flotilla, Olympus, Savona, Kari, Trapiani, Schfinno (TR), Landing Ship Flotilla, Drache (Minelayer), Ingegerd (TR with T-boat and landing ship escort), Aschoff HQ, Saldern HQ, 780th Eng Company, 4infantry Battalions, 2nd, 3rd and 4th Luftwaffe infantry Company, 1st and 15th Par Company,
Round 4 – Olympa (TR) with 9th and 10th Kriegsmarine infantry Company.
Round 5 – 4* BF109, 3* JU87, 1* Machi202, 3*HE111, Sinfra (TR) and 1st/21st  Luftwaffe inf Comp
Round 6 – Gertrude (TR) Jaeger HQ, 14th Par Company, 3rd Jaeger Bat, 88mm Battery, I/KG100 and II/KG 100
Round 8 – 15th, 16th and 17th T-boats, Landing Ship, 2nd Par Company, 3rd Company/1st Bat/Brandenburg Div

8.3 German Airforce reinforcements
After round 1 the germans recieve aerial reinforcements in mainland greece after the following formula. 50 % chance of a fighter, 500 % chance of a divebomber and 50 % chance of a levelbomber and 50 % chance of a torpedo bomber squadron.

8.4 British Airforce reinforcements
After round 2 the allies recieve aerial reinforcements after the following formula. 50 % chance of a fighter squadron and 50 % chance of a levelbomber group.

8.5 German U-boats
Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.
 

9 Game options

Axis/allies replacements
With either of these options checked the side gets 10 riflemen as replacements each round. Allied replacements arrive in Cyprus. Axis replacements arrive in mainland greece.

Mines
Unchecking this option disables the minelayers ability to lay mines.
 
Count allied naval losses
If this option is checked then allied major naval losses are each added as a VP for the Axis player towards victory. Destroyed Battleships, Carriers, Escort Carriers and Cruisers each add 1 VP to the axis total.

10 Victory

Each location on the map is worth 1 VP (except offmap locations).

If naval options losses is checked then destroying certain alled naval units is worth 1 VP for the axis.

Scenario lasts 11 rounds (after the allied initial round). On round 12 the player with the most victory points win.


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 20
RE: Dodecanese Campaign 1943 - 7/11/2009 10:19:12 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Me and Jeffrey H. are closing in on the end of the testgame now (round 10 of 11). He is winning it, but its been a really fun game.

The allies captured Kalymnos early in the game and most of Kos. Unfortunatly the germans landed lots of reinforcement on Kos and the battle has been raging on through the entire game. Currently the germans are on the offensive and the british are only holding the port of Kos and a village.

The allies have also landed in Karpathos and captured the airfield.

The invasion of Rhodes began on round 5 and there has been some furious battles. Currently most of the island is in Allied hands but the remaining germans make a furious resistance. Especially the one panzer battalion is still intact and more or less intact.

The germans have been very good at sneaking in with T-boats and submarines and sinking allied transports. This has come to the point where there are only 3 allied transport units left in the game. Which is seriously hampering invasion atempts.

The favorite things about this game is a) its the most intense interaction between naval, aerial and ground units i have seen in AT and b) both sides are continously on both offensive and defensive status during the entire scenario.

Will make a second post saying who whon the game. Maybe Jeffrey will also give his impressions.

Here is a screenshot of the current situation.




Attachment (1)

< Message edited by Grymme -- 7/11/2009 10:21:27 AM >


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 21
RE: Dodecanese Campaign 1943 - 7/13/2009 6:25:08 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
During the last round i captured three objectives. But then it became the axis turn and they won. In the end the Allies (me) held 9VPs and the Axis 14VPs. It doesnt sound so even. But if i had captured the last objective on Rhodos and two of the ones the Axis held held in Kos (1 hex away) it would have ended differently. (off course i was on the defensive in Kos, but thats another matter ;) ).


Map shows the three objectives i took on the last round (red arrows) and five objectives that was close to my reach or in my reach (purple arrows). If i had taken three of the objectives i would have won. Actually i was stopped from taking one of them (the western village of Kos) because the Axis had mined all sea access to the village. You can see a transport loaded with troops one hex away from it.

I actually held three of the objectives on Kos. But mismanaged it and the Island fell because of massive german reinforcements and in the end i lost most of the island because of my inability to reinforce it.







Attachment (1)

< Message edited by Grymme -- 7/13/2009 6:34:44 PM >


_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 22
RE: Dodecanese Campaign 1943 - 7/18/2009 8:44:45 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
So. This scenario is officially released now. Available through contacting me on my website.

http://web.comhem.se/olvmyr/At%20mod%20page.html

Have made 2 changes since the last version.

- Gave villages a production value of 750 instead of 500 (to help german supply on rhodes a little.
- Added a scenario option of extending the game 2 turns (in case it is to difficult for the allied to win the campaign).

Those who already have the scenario can email me for a new version of the scenario.

Jeffrey H was talking about maybe making new SFT sprites for the torpedo bombers. If he makes them i will put them into the scenario also.

_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Grymme)
Post #: 23
RE: Dodecanese Campaign 1943 - 7/19/2009 12:58:18 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline

Jeffrey H. already made excellent torpedo bombs sprites for my mod. Maybe you could use them?

(in reply to Grymme)
Post #: 24
RE: Dodecanese Campaign 1943 - 7/19/2009 2:39:29 AM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Actaully, these are not the same. These are HE111 and Wellington medium bombers which were used as torpedo bombers. I have finished these two but they are on a comptuter that is unavailable right now. I want to make one for the MC202 as well. Just for fun.

This scenario is quite a lot of fun and very interesting. I think Grymme has developed quite a good skillset for scenario making. I wanted to post and AAR and I have some screenies to try and piece one together. I'm just not spending enough time on it all right now.

But, once I get the MC202 sprite fnished I'll post them all here.



_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 25
RE: Dodecanese Campaign 1943 - 7/19/2009 3:38:22 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
A two engine SF sprite for a medium torpedo bomber? That is great! Could I use them in my new scenario??

(in reply to Jeffrey H.)
Post #: 26
RE: Dodecanese Campaign 1943 - 7/19/2009 4:37:05 AM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Of course, they are for anyone who want's them.

Honestly, the single engine torpedo bomber I did for your mod is a little bit more recognizeable as a topredo bomber.


_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 27
RE: Dodecanese Campaign 1943 - 7/19/2009 5:15:16 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Jeffrey H.

Of course, they are for anyone who want's them.

Honestly, the single engine torpedo bomber I did for your mod is a little bit more recognizeable as a topredo bomber.



Yes, it´s great....but I use it only for the carrier based TB´s. I still use the 2 engine bomber icons for the bigger TB´s like the Betties (which, btw, aren´t pure TB´s, I placed them as TB´s to make them more vulnerable to AA ship fire)

(in reply to Jeffrey H.)
Post #: 28
RE: Dodecanese Campaign 1943 - 7/20/2009 11:40:04 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Here are the Wellington and the HE111

Attachment (1)

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 29
RE: Dodecanese Campaign 1943 - 7/21/2009 5:15:47 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Hi Jeff. They look really nice. I put them in the scenario. I do think maybe they could be 1-2 pixels smaller. See screenshot (should say that i am extremly picky with this, but still).

In any case they looks nice so thanks for the addition.






Attachment (1)

_____________________________

My Advanced Tactics Mod page
http://atgscenarios.wordpress.com

30+ scenarios, maps and mods for AT and AT:G

(in reply to Jeffrey H.)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Dodecanese Campaign 1943 Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.855