MPHopcroft1
Posts: 258
Joined: 7/1/2006 From: Portland, OR Status: offline
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quote:
ORIGINAL: Raindem quote:
ORIGINAL: MPHopcroft The very first AH wargame I ever owned, D-Day (I was given it for my birthday back in 1975) had as a feature that the Allied player could choose which of severeal different beaches on which to launch the first and second invasions of France. Each option had its advantages and disadvantages, and only actual play would tell whether the choice had been the correct one. (of course, the game was so heavily stacked in favor of the allies that the main question was how long it took, and competitive ladders were usually based on homre-and-home situations). SPI's Fortress Europa (which AH later published themselves) did something similar. I wonder if this is possible to replicate in a TOAWIII scenario. Quite easy to replicate. Set up a group of TOs, each corresponding to a potential target landing zone. Selected beach will determine sea transport, supply stockpile, and location of supply points. Is there an extant Fortress Europa-style scenario that illustrates this principle in action? Of course, I would very much like to see an Independent Invasion of Europe game from Matrix that would take this situation into account on both sides. i.e. the German must deploy with no foreknowledge of where or even when the Allies will strike, and the Allies have just as little foreknowledge of where the German has concentrated his power. It would also test the question of whether the German can only succeed by repulsing the initial landings (and once the Allies are ashore in force it's merely a matter of playing out the endgame) or whether there is a way to maintain some sort of internal defensive front.
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"Any asset that would cost you the war if lost is no longer an asset, but a liability." -- Me "No plan survives the battlefield" -- old Army saw. "Without Love, I'd have no Anger. I wouldn't believe in Righteousness" -- Bernie Taupin
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