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Multiplayer Test AAR (Allied perspective) - 3/20/2005 2:57:50 AM   
Cap Mandrake


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Gents;

This might give you a taste of how the Multiplayer aspect of the game works.

We started some time back with a 4 on 4 multiplayer test with the Salerno scenario (1 CiC and 3 subordinate commanders for each side). Ludo was available to make tweaks as we tested. At the start, the Germans only have 16.Panzer Div and a few regiments from adjoining divisions on the map, so they were commanding only roughly a regiment each. The Allies have parts of 3 Divisions ashore (Br 46 Inf, Br 56th Inf and US 36 Inf) plus the 15th Army Gp Special Service Brigade (3 Ranger Bn's and 2 Br Commando Bn's).

Consequently, the number of troops under individual commander's control was small. As you can imagine, it takes a bit of coordination to put a turn together with 4 players separated by as much as 10 time zones .

Here is how it works. The CiC of team 1 (in this case the Allies, but it is dependent on scenario design of course) opens the game as a MPBEM, assigns a general password and individual passwords to the subordinate commanders. He then assigns ground commands and naval gunfire assets and air support assets to each player. He emails the file to his teammates and they enter the moves of their commands (simultaneously...there is no need to email the files sequentially from player to player) and send it back to the commander who merges all the files. When team 1 turn is done the CiC sends it to the team 2 commander who does the same thing with his commanders.

This is a WEGO system so the turn movement entry flow works like this:

Allies enter turn 1...send to Germans....Germans enter turn 1...execute turn....redistribute turn to their teammates (who review the replay) and enter their turn 2 moves....which is then sent to the Allied CiC who distributes to his Allied team....the Allies enter their turn 2 moves....execute turn two....lather, rinse repeat as they say.

Here is screenie on a portion of the unit assignment screen (ground units on top, air and naval assets below)






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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 3:02:44 AM   
Cap Mandrake


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To coordinate our moves we created secure (well honor system at least ) message rooms:

We made some plans (largely historical and completley unrealistic
)


Orders for Br 46th Div, 9 Sept/1943:

1) Consolidate control of all beaches North of Asa Creek and eliminate enemy resistance in the area.

2) Establish linkage with 15th Army Special Service Brigade in or Northwest of Salerno as soon as practicable. Be prepared to detach one artillery Regt to Special Service Brigade if so ordered

3) Enemy opposition permitting, seize the town of Montecorvino, and the high ground overlooking your landing beaches, notably, the massif at 37,30, White Cross Hill and Monte Mona at 33,24.

4) Finally, if other objectives are taken, you may recon in force toward San Severino.

The divisional boundary with 56th Div will be Asa Creek (T. Asa) to its headwaters then Southeasterly to the town of Montecorvino (see map). If 46th Div units are comingled with 56th Div upon landing, you are to use your discretion to eliinate local resistance and clear the beaches for the follow-on waves. 46th Division will use Uncle Red and Uncle Green beaches only!

Orders for Br 56th Div, 9 Sept/1943

1) Consolidate control of all beaches in the 8km region bounded on the North by Asa Creek (T Asa) and in the South by Pallidino Creek and eliminate enemy resistance in the area.

2) Capture Battipaglia

3) Opposition permitting, establish linkage with US VI Corps at Ponte alla Scafa over the Sele R

4) After other goals are achieved, you may recon in force toward Ponte Sele and Eboli

Divisional boundary with 46th as above. Corps boundary with US VI Corps will be the Sele R. 56th Div may use all beaches south of Asa Creek and North of the Sele R.


Orders for US 36th Div, 9 Sept/1943

1) Consolidate control of all beaches in the VI Corps landing area (South of the the Sele River) and eliminate enemy resistance in the area.

2) Capture the Ponte alla Scafa over the River Sele intact.

3) Eliminate enemy railroad batteries operating South of VI Corps invasion beaches.

4) Seize the high ground of Monte Soprano, Monte San Chirico and Altavilla.

Attached to your Div are the 191st and 753rd Tank Bn, 601st Tank Dest. Bn and 531st Engineer Shore Regt. You are permitted to use any of the beaches South of the Sele River.





The Divison boundaries in the the British 10 Corps sector

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< Message edited by Cap Mandrake -- 3/20/2005 3:08:17 AM >


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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 3:17:29 AM   
Cap Mandrake


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An orthographic view of the Gulf of Salerno thanks to the US Army




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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 3:22:29 AM   
Cap Mandrake


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V Army's plan for the VI Corps beachead...well it was nice on paper at least




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< Message edited by Cap Mandrake -- 3/20/2005 3:26:16 AM >


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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 3:32:23 AM   
Cap Mandrake


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The Allied landing plan for the follow on waves of turn 1 (first waves are ashore by scenario design and play balance)

The is a trimmed version of an actual screenshot of the "operational map"..one of the three map resolutions available




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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 7:35:01 AM   
Cap Mandrake


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Allied ships clear the minefields...well most of 'em at least.

This is the Event Record




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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 8:04:51 AM   
Cap Mandrake


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In the US VI Corps sector, elements of 141 and 142 Inf Regts of 36th Inf Div (including M3-mounted assault guns of the Regimental Cannon Coys.) attack toward Paestum (see 1 on screenshot). An understrength German Inf Coy of 16 Pz is dug and well supported by a battery of 10.5cm guns some 8 km inland. With naval gunfire support, the defenders are displaced. One unit of M3-GMC assault guns is harrassed by a battery of German 88's in an adjoining hex which fires on the moving halftracks with Long Rang Antitank opportunity fire.

Perhaps a whole battallion of mechanized Pz Grenadiers and a medium Pz Komp approach the beachead from the South (see 2).

The USN Shore Engineers (which are attached to 36th Inf Div) concetrate on clearing mines.




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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 2:38:32 PM   
wodin


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Looks superb.

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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 3:52:00 PM   
Arckon

 

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Very much looking forward to this game.

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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 4:55:02 PM   
Cap Mandrake


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Combined Arms is really starting to have some polish, eh?

131st and 132nd Arty of the 36th Div come ashore at Green Beach and begin to deploy to a defensive mode. Non self-propelled artillery cant fire until they are deployed in a static mode.

Here is the unit info window which can be called up to offer details on the unit in question.




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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 5:03:42 PM   
Cap Mandrake


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Here is the info on the Jerry unit defending Paestum. (of course, the Allied player wouldnt normally be able to see this )

Also note the picture of the Paestum battle above. The Allied team has differing levels of intelligence on the German units coming up from the south. On some units, the unit size is displayed, on others only the rough unit composition is displayed. On lesser levels of intelligence, only the friend or foe status is displayed and the "counter" may actually be displaced from its true position (fog of war).




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RE: Multiplayer Test AAR (Allied perspective) - 3/20/2005 5:17:19 PM   
Cap Mandrake


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Here is the medieval tower which was used as a strongpoint by 16.Pz at Paestum.





And a view of Monte Soprano which overlooks the Paestum beaches. German artillery observers were up in the hills and had pre-plotted fire missions. The ancient Greek temple at Paestum is on the right.







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RE: Multiplayer Test AAR (Allied perspective) - 3/21/2005 12:56:16 AM   
Deathtreader


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Hi Cap,

I gotta say it............. VERY IMPRESSIVE !!!!!!!!!!!!!!!!


Still due out for June??

Any chance of an updated scenario list??

Rob.

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So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)

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RE: Multiplayer Test AAR (Allied perspective) - 3/21/2005 6:42:16 AM   
Cap Mandrake


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Deathtreader;

Great to hear, but your kudos need to be directed to Erik and Ludo (designers/programmers)

As for release date...that would have to be directed at Matrix insiders..I know nozink, nozink!

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RE: Multiplayer Test AAR (Allied perspective) - 3/21/2005 5:20:08 PM   
Cap Mandrake


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In the North, the 15th Army Special Service Brigade consisting of 3 US Ranger Bns (1st, 3rd and 4th) and British Commando Bns (No. 2 Cmdo and No. 41 Royal Marrine), under the command of Col. Darby, land on the very small rocky beaches of Maori and Vietre sul Mare. The beaches are really not suitable for vehicles and there are no significant harbor facilities, just smalll jetties for fishing boats. The Americans at Maori are completely unopposed initially. 1st and 3rd Bn, along with a battery of "four deuce" mortars on hand carts move quickly up to secure Chiunzi Pass and the high ground around the pass. The Chiunzi Pass is a very narrow pass with a paved road providing access to the Sarno Valley and eventually, Naples. This was important as the goal of the landing ws to seize Naples.

Unfortunately, the German team has also perceived the importance of the pass (they were aided in this effort by a 30 pt victory location right on the pass). As 1st Bn approaches the pass (about 05:00), they encounter a group of Pz Pioneers in apparent company strength sitting astride the pass. Remember, this is a WEGO system, the Pz Pioneer Komp. didn't start there, it was ordered there and both sides move at once. As the Pioneers were embarked aboard their vehicles and the rangers were walking, the Pioneers got there first in this instance

1st Bn Rangers has been moving in tactical mode, in order to avoid a disaster of an ambush. Their movement general order was set on stop, so when they encounter an enemy unit at their planned destination hex, they stop and do not attack. Had they been set on Hasty Assault as a movement general order, they would likely have gone over to the attack, and might well have succeeded. This, in retrospect, might have been a better idea, for, as they clamber up to the top of the ridge, they spot half a dozen Tigers coming up from the valley . This is bad news as the ranger have a low antitank strength owing to the fact that they have no antitank guns, just bazookas and antitank mines. Oh well, **** happens. They will simply have to attack next turn and try to drive off the Pz Pioneers before the Tigers arrive (they are still several km away)

More to come..gotta throw some worms down the gullets of the kids before they head off to school!

OK..back. I'm pretending I'm writing an email at work Meanwile, back at the pass (sorry couldnt resist)..the 3rd Ranger Bn has fallen short of it's goal, the ridge between Nocera Superiore and the little burg of Tramonti on the Chiunzi Pass road. It seems another PZ Pioneer Komp. is scouting a new homesite at the top of the ridge and is currently debating about the best location for the new picture window in the living room to give the best view of the Amalfi Coast. as they debate, 600 Green Army Men clamber up the rocky slope below. 3rd Bn Rangers will also have to attack next turn in order to secure the heights and threaten the position of German units moving down the Cava defile (the next valley to the East which contains the best road North out of Salerno).

4th Ranger Bn crosses over the ridge into the Cava defile and comes in behind a coastal battery strongpoint which must be eliminated. This battery above Vietre has only 1x100 mm gun, but also has infantry and HMG support, making travel up the defile or along the coast road difficult (and, of course, threatening combatant vessels and LSI's).

The job of capturing that strongpoint falls to the Brits. About 2/3 of the strength of No 2 Cmdo is ashore at Vietre sul Mare. The remainder of No 2 Cmdo and No 41 RM Cmdo are aboard (or boarding) landing vessels for the trip in (2nd and 3rd waves). As they are hours away, those portions of No 2 Cdo already ashore are ordered to attack the Vietre Battery. A peek at the attack planning screen shows the attack is well coordinated with very little delaly (these are elite troops, the Brigade HQ is already ashore and is highly rated for command efficacy and all the attacking units are from the same parent unit. looks like they sould easily capture the battery.

Unfortunately, the German team has anticipated the attack and has ordered harrassment fire on Vietre as soon as the turn starts. Evidently, this is from the heavy mortar battery up in the hills above Vietre with a perfect view of the assembly area and beach. No 2 Cmdo has to endure an hour or so of pounding before the attack goes off, with the loss of perhaps 2% casualties, but fatiguing the units. At least an hour behind schedule, the attack begins with support from HMS Blackmore. After several hours of fighting, they are beginning to put a real hurt on the defenders of the Vietre battery and the remainder of No 2 Cmdo and later, No 41 Cmdo are approaching the beach to aid in the attack.....but....unfortuantely, the German team has ordered reinforcments that had been unspotted (in Salerno itself). Elements of the 16.Pz Armored Flak Abt. show up to reinforce. Still later, a Komp. of Pz Mk IV's show up . Even with the arrival of the remainder of the British Cmdo's there is now no hope. Despite this, they soldier on, taking casulaties and, eventually, breaking off the attack one by one. Time for plan B.

In total, perhaps 40 Panzers and half again as many Sturmgeschutz are bearing down on the Special Service Brigade. This is disappointing as HMS Abercrombie was tasked to bombard the crossroad East of Salerno to prevent exactly this kind of thing. Apparently, somebody screwed up (bobmardment attacks from Naval vessels have an assigned probaility of success ) For now, the Brits need to go over to the defensive.








Towed German AA gun in action in the fhills above Saleno



The Vietri battery



Chiunzi Pass

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< Message edited by Cap Mandrake -- 3/24/2005 5:05:47 PM >


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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 8:01:14 AM   
Trigger Happy


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2 quick remarks:
For the amphibious landing, I hope there is a default route for the barges to their designed beaches
Please get rid of the interrogation marks. I'm sure there are a better ways to represent unknown units (the flag of the country or something)

Besides that -> Can't wait!

< Message edited by Trigger Happy -- 3/23/2005 10:22:07 AM >

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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 12:28:43 PM   
pamak1970

 

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quote:

This is a WEGO system so the turn movement entry flow works like this:

Allies enter turn 1...send to Germans....Germans enter turn 1...execute turn....redistribute turn to their teammates (who review the replay) and enter their turn 2 moves....which is then sent to the Allied CiC who distributes to his Allied team....the Allies enter their turn 2 moves....execute turn two....lather, rinse repeat as they say.


I have not understand something with this sequence.
When in the above example the allied CiC sends the turn to the opposite side, do the Germans see all the intended allied moves that are going to be executed during the upcoming execution?
Are these moves revealed from the moment the turn is sent to Germans, or during only the execution phase?

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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 4:29:42 PM   
Cap Mandrake


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quote:

ORIGINAL: Trigger Happy

2 quick remarks:
For the amphibious landing, I hope there is a default route for the barges to their designed beaches
Please get rid of the interrogation marks. I'm sure there are a better ways to represent unknown units (the flag of the country or something)

Besides that -> Can't wait!


Good point on the question marks for unkown units. That should be an easy thing to change

As for the route finding routine, there is not strictly a default route for amphibious units as the commander has to have the option to change the destination beach as the tactical situation dictates, but, once a unit is selected with right click of the mouse, one need only right click on the destination hex and a proper path is selcted automatically. This includes land hexes...the pathfinding routine will automatically disembark the unit and change to tactical movement mode (or admin mode for non SPA) for the land portion of the move.

Most of the Infantry Bn's of the 3 landing Divisons for the Allies in this sceanrio, start the game already ashore. The sinusoidal thing is an artifice to space out the 2nd and 3rd landing waves to approximate the historical constraints on landing ships and DUKW's.


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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 4:39:23 PM   
Cap Mandrake


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quote:

ORIGINAL: pamak1970

quote:

This is a WEGO system so the turn movement entry flow works like this:

Allies enter turn 1...send to Germans....Germans enter turn 1...execute turn....redistribute turn to their teammates (who review the replay) and enter their turn 2 moves....which is then sent to the Allied CiC who distributes to his Allied team....the Allies enter their turn 2 moves....execute turn two....lather, rinse repeat as they say.


I have not understand something with this sequence.
When in the above example the allied CiC sends the turn to the opposite side, do the Germans see all the intended allied moves that are going to be executed during the upcoming execution?
Are these moves revealed from the moment the turn is sent to Germans, or during only the execution phase?




Pamak;

No, the opposing side does not see the opponents move before execution. Indeed, with the Fog of War option selected (the only way to go for an enthusiast), a player only has limited intelligence on where his opponents units are (sometimes, in addition to not knowing what kind of unit it is, the poorly identified unit my actually be displaced by a couple of km's on the map display ). During turn execution, on a big map, he will not see many of the opponent's moves at all. The replays, of course, are assymetrical, so when team 1 looks at the replay generated by team 2 turn execution, team 1 sees a different replay skewed to the limited intel applicable to their side.

There, I think I have quite satisfactorilly obfuscated everything.

(N.B....I am quite sure there are misspellings...live with it)


< Message edited by Cap Mandrake -- 3/23/2005 4:43:34 PM >


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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 6:08:43 PM   
Trigger Happy


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quote:

ORIGINAL: Cap Mandrake


quote:

ORIGINAL: Trigger Happy

2 quick remarks:
For the amphibious landing, I hope there is a default route for the barges to their designed beaches
Please get rid of the interrogation marks. I'm sure there are a better ways to represent unknown units (the flag of the country or something)

Besides that -> Can't wait!


Good point on the question marks for unkown units. That should be an easy thing to change

As for the route finding routine, there is not strictly a default route for amphibious units as the commander has to have the option to change the destination beach as the tactical situation dictates, but, once a unit is selected with right click of the mouse, one need only right click on the destination hex and a proper path is selcted automatically. This includes land hexes...the pathfinding routine will automatically disembark the unit and change to tactical movement mode (or admin mode for non SPA) for the land portion of the move.

Most of the Infantry Bn's of the 3 landing Divisons for the Allies in this sceanrio, start the game already ashore. The sinusoidal thing is an artifice to space out the 2nd and 3rd landing waves to approximate the historical constraints on landing ships and DUKW's.



Well, I asked because I for one am not really knowledgeable about the various amphibious landings of the war, even D-Day. Actually, I'd say I know more about the landings in Sicily than the ones on D-day (particularly ignorant about the american and british landings there...). I'm more of a tank guy.. Anyway, what I understand by 'default' route is to highlight the historical beaches of the units. Though, a route that would still be entirely editable, deletable, changeable, etc.

Also, are there any (what are) penalties for the defenders in the first couple of turn (to simulate surprise). Given the WEGO system used in the game, aren't the defenders a very much favoured if they could make moves on turn one without serious constraints (redeploying before getting bombarded to better emplacements)? Korsun Pocket has addressed this by locking the positions of the units until a certain time or until contact with the enemy. What did you guys use to simulate this. I understand that in the Salerno scenario, rangers and commandos have already landed and secured the beaches so that on turn 1, the axis player had the time to react. (though I ask a little bit because of how the things are going north-west of Salerno in the AAR)


< Message edited by Trigger Happy -- 3/23/2005 6:34:11 PM >

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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 9:17:21 PM   
Capt Cliff


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Is this scenario, the Salerno Invasion, going to be released with the game?

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RE: Multiplayer Test AAR (Allied perspective) - 3/23/2005 10:22:02 PM   
Cap Mandrake


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quote:

ORIGINAL: Trigger Happy

quote:

ORIGINAL: Cap Mandrake


quote:

ORIGINAL: Trigger Happy

2 quick remarks:
For the amphibious landing, I hope there is a default route for the barges to their designed beaches
Please get rid of the interrogation marks. I'm sure there are a better ways to represent unknown units (the flag of the country or something)

Besides that -> Can't wait!


Good point on the question marks for unkown units. That should be an easy thing to change

As for the route finding routine, there is not strictly a default route for amphibious units as the commander has to have the option to change the destination beach as the tactical situation dictates, but, once a unit is selected with right click of the mouse, one need only right click on the destination hex and a proper path is selcted automatically. This includes land hexes...the pathfinding routine will automatically disembark the unit and change to tactical movement mode (or admin mode for non SPA) for the land portion of the move.

Most of the Infantry Bn's of the 3 landing Divisons for the Allies in this sceanrio, start the game already ashore. The sinusoidal thing is an artifice to space out the 2nd and 3rd landing waves to approximate the historical constraints on landing ships and DUKW's.



Well, I asked because I for one am not really knowledgeable about the various amphibious landings of the war, even D-Day. Actually, I'd say I know more about the landings in Sicily than the ones on D-day (particularly ignorant about the american and british landings there...). I'm more of a tank guy.. Anyway, what I understand by 'default' route is to highlight the historical beaches of the units. Though, a route that would still be entirely editable, deletable, changeable, etc.

Also, are there any (what are) penalties for the defenders in the first couple of turn (to simulate surprise). Given the WEGO system used in the game, aren't the defenders a very much favoured if they could make moves on turn one without serious constraints (redeploying before getting bombarded to better emplacements)? Korsun Pocket has addressed this by locking the positions of the units until a certain time or until contact with the enemy. What did you guys use to simulate this. I understand that in the Salerno scenario, rangers and commandos have already landed and secured the beaches so that on turn 1, the axis player had the time to react. (though I ask a little bit because of how the things are going north-west of Salerno in the AAR)



Good questions. As it happens there is a "garrison" option in the scenario editor which locks units in postion..and a provision to unlock them via the event editor during the course of the game (as I recall).

In the case of Salerno, the Germans weren't suprised They knew a large-scale invasion of the Italian boot was coming (including Luftwaffe air attacks on the amphibious vesels coming up from Tunisia). They strongly suspected the Italian surrender was timed to coincide with the invasion, and Kesselring even predicted the Gulf of Salerno as the landing site on the basis of allied fighter range and the fact that the Italians had been garrisoning the beaches there. 16th pz Div had pre-positioned supplies, fuel and ammo, they knew which roads to use, which bridges, where the good cover was, had pre-plotted fire missions...and if that wasn't bad enough...the weather was perfectly clear and german artillery spotters up in the hills (several thousand feet up)could see every ship in the gulf and every landing craft.

In order to limit their mobility somewhat, all the German units in the scenario start in prepared defense mode, so they do have to change mode to a movement mode which takes a couple of hours. Historically, in the 36th Div sector, there were German tanks within 1000 yds of the beach within two hours of the first landing.

There are a few units from Hermann Goering Div and 15th PzGr on map at the start which start fatigued to limit their immediate usefulness.

In the case of the Rangers, they sart in Hasty Attack mode so are ready to attack nearby units within minutes..they aslo have a mobility bonus over other leg infantry (3km/hr instead of two )

Also..the German side does need to be careful about overcomitting reserves too early...they dont know when or if the 82nd Airborne is coming.



Vietri..looking generally Westerly toward Maiori



Marina at Vietri (modern view). You can see why it might be tough to get a Sherman ashore


< Message edited by Cap Mandrake -- 3/24/2005 4:34:12 PM >


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RE: Multiplayer Test AAR (Allied perspective) - 3/24/2005 4:15:37 PM   
Cap Mandrake


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Here is what it looks like to subordinate commanders. When they log in with their own password, units not under their command have an alternate-color stripe over the counter. They cannot issue orders to these units unless the CiC alters the assignments.




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RE: Multiplayer Test AAR (Allied perspective) - 3/25/2005 3:10:07 AM   
IronDuke_slith

 

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In terms of different dynamics when playing multiplayer games, I had command of the 56th Division (which is doing very nicely thank you).

Anyway, In Cap's last picture, you'll note that the Division north of me has not got ashore as well as I have. This resulted in Cap, Our C.O., (No, we're not holding out much hope of victory ) ordering me to bring my second wave in on the southern most beaches in the picture in order to create more space for the Division north of me.

Resistance at this point was pretty light in front of me, so it didn't affect me, but it was a novel experience deliberately restricting your own operations and chances for success, in order to suit another unit that was finding the going tougher. I think it also creates realistic weak spots. It wasn't easy trying to co-ordinate any brief attacks north to help that Division so I didn't bother, but as I pushed south to clear some space, there was a lovely inviting gap for an hour or two before the beaches I had just cleared were used by that Division to get ashore.

In other words, the traditional weak spots at the juncture between different forces are a factor of life in MPBEM games, and this means good recon, accurate intelligence and strong well aimed counterattacks can really cause problems they wouldn't do in normal PBEM.

Regards,
IronDuke

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RE: Multiplayer Test AAR (Allied perspective) - 3/25/2005 6:22:33 AM   
Cap Mandrake


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Iron Duke is right

As the 46 Div encountered severe crowding on the landing beaches on turn 1 (owing to the very strong resistance of WN Moltke just North of the landing beaches..later found to be a minor combat planning bug fixed by Ludo), the divisional boundary had to be readjusted to permit the 08:00 landing forces and the remants of the earlier waves loitering in the LSI's access to the battle)

It is urprising how a fidelity to historical command and control limitations will drive thinking just like one reads in WWII histories.

Here are the instructions from our battle coordiantion thread to remedy the beach crowding problem for 46th Div:


New orders:

1) To alleviate the 46th Div traffic problems, Sugar Amber and Sugar Green beaches will now be added to the assigned 46 Div beaches. The western portion of the boundary will be adjusted southward 1-2 km as shown. 56th Div forces which may find themselve North of the new boundary should clear the area expeditiously or, upon coordination with 46 Div, cooperate in attacking strongpoints if needed. Until further ordered, 56th Div is not to use Sugar Amber of Sugar Green. First day objectives remain in place.

2) As 2 Cdo and 41 RM Cdo have no immediate hope of advancing toward Salerno, they will try to pin down the significant enemy mobile forces arrayed against them. As soon as practicable, 46 Div shold try to seize Salerno, it may be possible to trap these forces on the mountain roads (not sure who is really bieng trapped here ).

3) US 143rd Infantry Regt will be attached to Darby's command and will land at Maori.

4) Orders for the US 36th Div remain the same with the exception that the capture of the railroad guns south of the beaches now seems impractibale.


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RE: Multiplayer Test AAR (Allied perspective) - 3/25/2005 6:25:59 AM   
Cap Mandrake


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And the new boundary map.




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RE: Multiplayer Test AAR (Allied perspective) - 3/25/2005 6:39:47 AM   
Cap Mandrake


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Another example of the subordination of personal goals to the group need was demonstrated by MadDog in his planning for 36th US Div on turn 2. He deliberately chose to not employ all his assigned air assets so they might be used up North.

And more examples of team coordiantion..it really was like being on the USS Ancon command ship anchored off Salerno...except I could make myself a martini at night and take a nice long shower in the morning


General Iron Duke;

I completely agree with your assessment of the impending attack on the Special Service Brigade. It looks just about every German unit North of Salerno is being thrown at them. At least one Medium Pz Abt., one Arm. Flak Bn, the 16.Pz Engineers, one Komp. Tigers, and likely one Abt. of Assault guns. That is quite a lot of armour considering all the chaps have as armour defence are PIATS and bazookas. When the HG Div starts to show up, things will really get hot. I have notified Tom that 143rd Inf Rgt (36th Div) is being emergently rediriected to Maori. I may also ask for some of the towed AT assests of 46th and 56th when they show up. In the spirit of fairness, it wouldnt really be sporting to land armour at Maori as the beaches/harbours were not capable. Landing the 45th US near Maori is an option.

I plan to try to seize Chiunzi pass before the Tigers arrive. It might work . 2 Cdo and 41 RM Cdo will assume a defensive posture and try to avoid envelopment will still denying the Cav defile to the enemy. 143rd Rgt will bolster the West flank and try to seize some of the secondary roads over the mountains.


Your idea of consolidating your postion, then relieving some of 46th to push North is excellent (the new realignment for 46th/56th was not meant to be permanent..just a way to get the troops ashore). The road up to San Severino then West toward Scafati is another route to the Sarno Valley should they block us over the mounain passes.

German units coming from the South will have no easy access to Salerno...so they are likely to be thrown agaisnt 56th or VI Corps. It will take some time for them to get organized for a major push in the South so the linkage with 36th planned for the 1st day is not an absolute requirement (in fact it was not accomplished historically for some time).


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RE: Multiplayer Test AAR (Allied perspective) - 3/25/2005 5:12:47 PM   
Cap Mandrake


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Given the enemy pressure being directed toward the Special Service Brigade, something needs to be done or we will have an Anzio disaster 3 months early

Consequently, the 143rd Inf Regt of the US 36th Div, which is aboard landing craft in the VI Corps sector, is emergently detached to Darby's command. They will be used to plug gaps in the "line" and secure the left flank.

Here is the screen where the command assignment is made




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RE: Multiplayer Test AAR (Allied perspective) - 3/25/2005 5:14:21 PM   
Cap Mandrake


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Situation on the Sorrento Peninsula at 16:00 Sept 9




1. 2nd Bn/143rd Inf Reg (now attached to Special Service Brigade) lands at Positano, breaks down into Coys and moves to secure the roads which might be used to flank the Maiori/Vietri postion.

2. 1st US Ranger Bn attacks and displaces the Pz Pioneer Kp. guarding the Chiunzi Pass shortly after 08:00

3. Minutes after the Rangers clear the pass, a depleted schwere Pz Kp (Tigers) approaches. After a few bazooka rounds bounce off the front glacis armor of the lead Tiger, the Kp commander calls a retreat. This unit is revealed to be a portion of 215 Pz. Abt, attached to 15 PzGr Div. The have evidently been driving all night and are undoubtedly highly fatigued. They will be back after they have a nap and some bratwurst. Here is another example of the unpredicatability of the minute by minute movement/battle resolution of the WEGO system. Had the Tigers reached the pass before the Pioneers were driven off, the outcome would likley have been completely different


4. 2nd Bn/143rd lands at Maiori and moves to plug the gap left by 1st Ranger after their attack.

5. 3rd Bn/143 lands at Maiori and moves to reinforce the British Cmdos at Vietri

6. A coy 4th US Ranger disengages from the line and attempts to infiltrate up the slopes behind the Vietri battery in order to remove the mortars hampering operations at Vietri. They had been ordered to attack, but the infiltration proved more difficult and time-consuming than expected, so the attack did not go off.

7. A Kp. ? of Mk IV's moves South toward Vietri but seems to make little progress. They were likely hampered by a Squadron of P-38's which had been delegated to fly interdiction in this area. Nevertheless, their approach now makes A Coy/4th US Ranger's mission impracticable.

8. A Kp. of Mk IV and a Kp. of StuGIII's assault 4th US Rangers NW of Vietri. One Mk IV and a StuG are disabled and the Rangers suffer some 5% casualties, but do not give ground (despite their poor anti-tank capabilities they have extraordinary morale... 8 on a scale of 10)

9. For the turn 3 (starting at 16:00) the units guarding the Vietri Battery are targeted for bombardment by the Monitor, HMS Roberts (You can see the orange targeting graphic on the screenie). Another harass/interdiction fire (from a B-26 Squadron) is planned SE of Salerno)





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< Message edited by Cap Mandrake -- 3/26/2005 5:51:50 PM >


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RE: Multiplayer Test AAR (Allied perspective) - 3/26/2005 6:14:17 PM   
Cap Mandrake


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Here is the attack results screen for the German attack near Vietri




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< Message edited by Cap Mandrake -- 3/27/2005 12:40:44 AM >


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