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New scenario On to Philadelphia at Gamesquad - 5/25/2011 11:56:51 AM   
BillLottJr


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New Scenario "On to Philadelphia" available at Gamesquad.com

Based on H Turtledove's Great War novels & Felix's American Front 1914 scenario. The scenario covers the Confederate drive on Philadelphia in 1914 at 2.5 miles per hex with daily turns.






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RE: New scenario On to Philadelphia at Gamesquad - 5/25/2011 3:45:49 PM   
sPzAbt653


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Nice Bill II, excellent looking factories !

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RE: New scenario On to Philadelphia at Gamesquad - 5/25/2011 3:49:40 PM   
1_Lzard


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From: McMinnville, OR
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There's more than just factories, Steve, MUCH more......

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RE: New scenario On to Philadelphia at Gamesquad - 5/25/2011 6:07:16 PM   
sPzAbt653


Posts: 9511
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From: east coast, usa
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I know, I know ... but Bill didn't give us much to see in that screen shot ! How about some descriptions, and a shot of the map ? It's all very nice and worth seeing.

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Post #: 4
RE: New scenario On to Philadelphia at Gamesquad - 5/25/2011 11:48:33 PM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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Hi Steve,
I wanted to attach the player's Notes to the post, but you can't attach PDFs to posts. Here is part of the text from the notes.
Bill

Introduction:

On to Philadelphia - 1914
(Based on Harry Turtledove's 'Great War' series & Felix's American Front 1914 scenario)
Designed by Bill II with Felix & L’zard.
Thanks also to Parmenio, Silvanski, Curtis Lemay & Menchenfresser.
Scale: 2.5km hexes
Units: Battalions & Companies
Turns: 1 day
Length: 53 or 145 turns. (Determined by theater option)

It is August 1914, & the war that is engulfing Europe following the assassination of Arch-Duke Franz-Ferdinand has spread to North America. The United States, humbled in two successive wars by the Confederate States, has declared its support for its German and Austo-Hungarian allies. In the de-facto capital of Philadelphia, President Theodore Roosevelt has declared war against the Entente powers in a fiery speech in which he promised the next Remembrance Day parade would be in held Richmond.

In reply, flanked by the statues of George Washington & Albert Sydney Johnston, the Confederate President Woodrow Wilson has asked for & received declarations of war against Germany, Austria-Hungary & the United States. The Confederate States are a modern industrial state, rich and powerful, in part due to its long and close ties to Britain and France. But Wilson and his cabinet know that if the United States and Germany defeat Britain, the “Damnyankees” to the north won't be long in seeking revenge on their southern counterparts.
Across North America, from Virginia to California, and from New Brunswick to Washington State, men are being called to the colors, as the finely tuned machinery of mass mobilization kicks in. While the various armies are formed to attack and defend, in the theatre east of the Appalachians, the Confederate Armies of Northern Virginia and Western Virginia prepare to face the United States 4th and 5th Armies.

Designer’s Notes:
What I have tried to achieve in this scenario, is to provide both players with a “sword & shield” situation. Each side has both an Offensive and a Defensive Objectives-set. On the Potomac front, The CS Army of Northern Virginia is attacking the US 5th Army, on the Roanoke front, the US 4th Army is attacking the CS Army of Southwest Virginia.
I am also hoping to have a scenario that is immune to the development of a “perfect plan” that will always lead to victory. There are three major areas to shoot for to achieve victory, they are…
Philadelphia area: The American capitol & home to major shipbuilding & other industries.

Pittsburgh area: The heart of the US steel industry, it also has numerous coal mines.
New York / NE New Jersey: The commercial capitol of the United States with various industries.
(See individual SIDE'S Player Notes)

There is a theater option to play either the short game (through September) to cover the CSA drive into Pennsylvania or the long game (through early January) to also cover the USA’s counteroffensive.

Scale Deviations:
Force Movement Bias:
Confederate States setting = 95
United States setting = 90
Force Supply Stockpile Level:
Both Sides are set to 90
Supply Cost of Movement Rate:
Set to 70
Readiness Cost of Movement Rate:
Set to 90
Entrenchment Rate:
The Entrenchment Rate has been set to 0.
Neither player’s units may dig in/entrench at all. In 1914 both sides were fielding 19th Century style armies designed to re-fight their mobile 1881 war.

HOUSE RULES:
Blowing Bridges:
If a road or railroad crosses a river you can blow the bridge, if the road or railroad runs parallel to the river you can’t.
Units that can’t enter enemy controlled hexes:
(These units can follow an eligible unit into a hex on the same turn, they just can’t be the first unit to enter the
hex.)
Headquarters
Artillery
Labor
RR Repair
Bridging (Exception: may enter enemy controlled river hexes)

Garrison Requirements:
Every enemy hex with a “Manpower Center” icon that you occupy needs to have at least a company sized
unit garrison. This requirement is waved if there is an enemy unit within six hexes of the hex.
Only the following unit types may be used for garrisoning captured hexes:
Infantry
Cavalry
Security
Military Police
Border
Naval Infantry
Marines
Engineer (Just the sideways “E” combat engineer variety, not labor, bridging or RR repair types)

Units that can’t leave their home state:
CSA 'tan' or USA 'light green' 'based' units cannot leave their home states (The District of Columbia counts as part of Maryland for this purpose).

Stategic Rail Movement hexes:
There are areas along the map edges that are used for strategic rail movement & can’t be entered by enemy units.
CSA strategic rail movement hexes are colored pink and USA strategic rail hexes are colored purple.
(Note that the 'owning player' is free to move into and out of these hexes either 'embarked' or by 'foot', therefore these 'entry hexes' may not simply be by-passed and ignored.)

Aerial recon:
Recon aircraft (recon helicopter icon) units must end their turn stacked with their ground element.
Ground element units can only end their turn in open or cropland hexes.
If a US ground element is destroyed, its recon helicopter unit must move to hex 293,9 until its ground element
reconstitutes.
If a CS ground element is destroyed, its recon helicopter unit must move to hex 168,257 until its ground element
reconstitutes.
Note: Due to restrictions on Recon Helos imposed by the program, all dates in the game are 1964 & 1965, rather
than 1914 & 1915.

Forts:
Forts come in three styles:

Coastal forts, designed to defend locations from enemy warships, they are armed with large caliber naval
guns. Each fort has a 5 hex “death zone” around it. If a ship enters an enemy fort’s death zone, it has to end its
movement for the turn. If a ship begins its turn in a fort’s “death zone”, it may move normally until it enters
another fort’s “death zone”, where it will again have to end its movement for the turn. This is to allow the fort to fire on the naval unit in its turn.

Forts, garden variety forts with small caliber direct fire artillery & infantry.

Fort Artillery, armed with medium caliber indirect fire artillery, they support nearby forts.

Against ground units, forts are meant to do one thing, keep the bad guys out of their hex. As the hexes often have
railroads or roads passing through them, they aren't useless. The fixed artillery icon'd units that are near the forts & coastal forts are the supporting artillery. The downside to forts is that they can be bypassed if you don't need the hex they occupy, but that was a limitation of real forts, which is why you seldom see fixed fortifications used any more.



(in reply to sPzAbt653)
Post #: 5
RE: New scenario On to Philadelphia at Gamesquad - 5/25/2011 11:53:27 PM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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On to Philadelphia Confederate States Player's Notes

Overview:
In the novels, the CSA adopted a go for broke strategy, to Capture Philadelphia, the American de facto Capitol and win the war quickly. Otherwise, the United States’ industrial & manpower advantages will eventually be overwhelming. To achieve this, additional units have been transferred from the western armies, effectively doubling the size of the Army of Northern Virginia.

Decisions:
There are two ways to win; the first way is to go for the knock-out & capture Philadelphia (417 points). The city hexes contain 267 victory points, plus there is a 150 point bonus for capturing the Powell House (hex 225,50). The CSA may not ultimately win the war with the capture of Philadelphia, but you’ve definitely won the campaign.
The second is to “work the body”, that is, to cripple the United States’ industrial capacity. The USA’s steel industry is centered in Pennsylvania (In 1914, Pennsylvania ranked 1st in the nation in industrial output) & there are 634 victory points to be won by destroying industry units. This strategy can be especially effective if the US player adopts a “fortress Philadelphia” strategy & leaves other areas lightly defended. The downside is that the majority of the factories are in Western Pennsylvania. Getting to them will involve marching & fighting through some nasty terrain. Note that the points you get for destroying factories & triggering event bonuses are yours even if the US player re-captures the hexes later in the game.
So the Army of Northern Virginia's task is to move with all expediency to either capture the US capital of Philadelphia, or a combination of industrial/mining areas, and bring about a quick end to the war before the industrial might of the United States gears up to a total-war footing. This is a mission requiring speed and daring. Failing this, an alternate plan requires the capture of the main U.S. industrial zone that is centered around Pittsburg, PA along with the victory point rich areas listed below, which (hopefully) can be accomplished before the US reinforcements can make a significant difference in the balance of forces.
The Army of Western Virginia’s job in Southwestern Virginia is to hold off the US 4th Army’s drive towards Big Lick / Lynchburg / Richmond, preferably with the five divisions with which they start out. To accomplish this, they need to make the most of the mountainous terrain that they are defending. This is a tough mission, despite the good defensive terrain, as the Army of Western Virginia will be greatly outnumbered. This front will test your defensive ability at the same time as the Army of Northern Virginia is on the attack. Should the US strip The 4th Army to reinforce the 5th Army in Pennsylvania, the AWV can launch a limited offensive to grab VPs by capturing the many coal mines in SE West Virginia.

Below are the major Victory point clusters that the Confederates can shoot for. They are the VP’s within a 6 hex (about 10 miles) radius of the listed hex. The first figure is the total VP’s you can win by capturing the areas. The figure in parentheses is the total VP’s you would keep even if the US player recaptured the areas.

Pittsburgh, PA (99,32) 775 (663) Steel, Munitions, Manpower
Philadelphia, PA (255,49) 583 (341) Political, Manpower, Shipbuilding, Steel
New York, NY (295,19) 432 (208) Manpower, Political, Shipbuilding, Munitions
Baltimore, MD (210,76) 212 (142) Political, Manpower, Steel
East Orange, NJ (287,18) 210 (74) Manpower, Industry, Munitions
Harrisburg, PA (201,37) 168 (152) Steel, Political
Monessen, PA (103,43) 152 (97) Steel, Mining
Johnstown, PA (135,37) 119 (104) Steel
Bethlehem, PA (249,24) 100 (87) Steel
Coatsville, PA (234,49) 68 (66) Steel
Washington, DC (196,90) 63 (35) Political, Manpower, Munitions
Keystone, WV (20,148) 60 (0) Mining
Frackville, PA (221,19) 56 (13) Mining, Steel
Camden, NJ (257,51) 54 (40) Shipbuilding
Trenton, NJ (267,39) 54 (38) Political, Steel
Tarantum, PA (109,26) 53 (39) Steel, Mining
Charleston, WV (44,112) 52 (43) Political, Mining
Greensburg, PA (114,37) 51 (6) Mining, Steel
Wheeling, WV (78,46) 49 (33) Steel
Boomer, WV (56,120) 45 (2) Mining
Perth Amboy, NJ (285,28) 36 (20) Munitions, Manpower
Chester, PA (249,54) 33 (28) Shipbuilding, Munitions, Steel
Wilmington, DE (243,58) 32 (22) Munitions, Industry
Uniontown, PA (108,52) 32 (4) Mining
Annapolis, MD (213,88) 31 (25) Political
Trevorton, PA (208,18) 27 (10) Mining, Steel
Lonaconing, MD (133,65) 26 (3) Mining
Lansford, PA (232,16) 26 (0) Mining
Lancaster, PA (219,47) 25 (17) Steel, Manpower
Phoenixville, PA (244,43) 25 (15) Steel, Manpower
Wharton, NJ (274,13) 24 (16) Munitions, Steel
Reading, PA (231,36) 24 (12) Steel, Manpower
Ebensburg, PA (142,29) 24 (0) Mining
Altoona, PA (153,28) 23 (17) Transportation, Steel
Parkersburg, WV (50,77) 21 (15) Industry
Washington, PA (92,42) 21 (13) Steel, Mining
Lanark, WV (60,130) 20 (0) Mining
Mays Landing, NJ (270,69) 19 (18) Munitions
Dover, DE (244,80) 19 (15) Political
Holden, WV (31,133) 18 (0) Mining
Lebanon, PA (216,35) 14 (9) Steel
Aliquippa, PA (91,25) 14 (9) Steel
Sagamore, PA (126,19) 14 (0) Mining
Wellsburg, WV (80,38) 12 (7) Steel, Mining
Tower City, PA (211,26) 12 (0) Mining
Hastings, PA (144,22) 12 (0) Mining
Elkton, MD (234,63) 11 (9) Munitions
Clarksburg, WV (88,76) 10 (0) Mining
Fairmont, WV (95,69) 10 (0) Mining

Reinforcements available by use of Theater Options:
“Transfer 3rd Rail Brigade from Kentucky” (You’ll need this, if you want to go for Pittsburgh or New York)
Available on turn 1, it brings in the 3rd Rail Brigade.
The US gains 60 VPs.

“Cavalry diverted from western fronts”
Available on turn 20, it brings in the Ky-Tenn, 1st SQ & 6th TX cavalry brigades.
The US gains 42 VPs.

“CSA diverts forces from New Mexico”
Available on turn 31, it brings in the CS XIII Corps (2 infantry divisions)
The US gains 120 VPs.

(in reply to BillLottJr)
Post #: 6
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 12:01:31 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
Status: offline
quote:

On to Philadelphia United States Player's Notes


Overview:
The pre-war strategy developed by the United States’ had simultaneous attacks on the Confederacy and Canada. While the 6th and 7th Armies attack Quebec and Ontario, three complete armies are to invade Kentucky. Kentucky is where the United States is aiming its main blow against the Confederacy, but the drive into western Virginia by the 4th Army is a significant supporting effort to this, and the US General Staff is hoping for a major breakthrough here.
In the Eastern Theatre, the US plan is for the 4th Army to invade Virginia from the west, while the 5th Army defends Maryland and Pennsylvania. If possible, the 5th Army would then attack across the Potomac, drive south & capture Richmond. But, as von Moltke once said “No plan survives the first contact with the enemy”.
Decisions:
The 5th Army’s job is to protect Philadelphia, Pittsburgh & New York & if possible Baltimore. The only natural obstacles you have to work with are the rough terrain in Western PA/MD & the Susquehanna River. Against a competent CS player, the 5th Armies starting forces will not be adequate for the task. Your options are to either rob the 4th Army & effectively end its offensive or use theater options to bring in reinforcements from other theaters, at a heavy VP cost. (see the reinforcements section below).
The 4th Army’s job is to Defeat the Army of Southwest Virginia & seize the VP locations in the area, namely the major transportation hub of Big Lick (Roanoke). Should you be forced to send significant forces to reinforce the 5th Army, your mission will be to defend the coal mining region of Southeast West Virginia. If you are playing the “long game”, you could resume the offensive after receiving some of the reserve corps reinforcements in November & December.

Below are the major Victory point clusters that the Americans can shoot for. They are the VP’s within a 6 hex (about 10 miles) radius of the listed hex. The first figure is the total VP’s you can win by capturing the areas. The figure in parentheses is the total VP’s you would keep even if the CS player recaptured the areas.

Richmond, VA (183,144) 365 (261) Political, Manpower, Industry
Norfolk, VA (221,168) 117 (85) Shipbuilding, Manpower
Big Lick, VA (101,153) 114 (104) Transportation, Industry
Newport News, VA (217,165) 83 (75) Shipbuilding
Raleigh, NC (142,210) 83 (73) Political, Industry
Petersburg, VA (184,155) 23 (9) Munitions, Transportation
Alexandria, VA (195,94) 18 (9) Munitions
Radford, VA (80,158) 15 (11) Munitions
Ashland, KY (10,108) 13 (9) Steel
Williamsburg, VA (207,153) 12 (9) Munitions
Clifton Forge, VA (104,132) 12 (7) Steel
Saltville, VA (39,169) 11 (9) Munitions
Greensboro, NC (105,200) 11 (6) Industry
Lynchburg, VA (126,148) 11 (2) Manpower
Big Stone Gap, VA (5,169) 11 (1) Mining

Reinforcements:

The U.S player should note that only in the “long game” will there be any significant regularly scheduled reinforcements.
In the 53 turn “short” game, only a half dozen naval units and 3 labor bn.s will be added to your original forces without use of the available Theater Options.

Reinforcements available by use of Theater Options:

USA declares Washington, DC an open city
Available on turn 1, it brings in the 14th NG Division in a week or so
at the expense of losing the Washington forts
The CS gains 0 VPs.

USA diverts forces from Quebec
Available on turn 10, it brings in the US V Corps (2 infantry divisions)
The CS gains 90 VPs.

USA diverts forces from the Niagara front
Available on turn 15, it brings in the US II Reserve Corps (2 infantry divisions)
The CS gains 90 VPs.

US Diverts Cavalry from the Niagara Front
Available on turn 25, it brings in the US 2nd Cavalry Division
The CS gains 30 VPs.

Transfer 4th Rail Brigade from Kentucky
Available on turn 25, it brings in the 4th Rail Brigade
The CS gains 60 VPs.

USA diverts units from Kentucky
Available on turn 30, it brings in the US XV Corps (2 infantry divisions)
The CS gains 90 VPs.

(in reply to BillLottJr)
Post #: 7
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 1:08:41 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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The main part of the map.






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Post #: 8
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 4:03:39 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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Baltimore, a tough nut to crack if the US player commits forces to defend it. Its loss can cause Maryland State units to disband.




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Post #: 9
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 4:10:51 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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Washington, DC. The US player has a theater option to declare it an open city. The forts are disbanded & their personnel reform later as a National Guard Division.




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Post #: 10
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 4:35:15 AM   
BillLottJr


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Joined: 4/24/2006
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Pittsburgh, The loss of Pittsburgh & its wall to wall steel mills would gut the United States' industrial capacity.





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Post #: 11
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 7:59:09 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
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Excellent Bill II, pretty pictures and lots of reading to do ! Thanks very much

(in reply to BillLottJr)
Post #: 12
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 11:36:55 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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Thanks Steve, here are a few more...

Hampton Roads, VA. The heart of the Confederacy's shipbuilding industry. In On to Philadelphia, jungle tiles are used to represent wooded marshes, such as the Great Dismal Swamp in Virginia or the Pine Barrens in New Jersey.





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< Message edited by Bill II -- 5/26/2011 12:14:10 PM >

(in reply to sPzAbt653)
Post #: 13
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 12:11:38 PM   
BillLottJr


Posts: 333
Joined: 4/24/2006
Status: offline
Saltville, VA. Mountain hexes that don't contain a road or a railroad or are not marked as a pass contain badlands terrain. units that contain roadbound equipment such as heavy artillery cannot enter the mountain/badlands hexes & supply can't be traced through them. capturing the passes will be the US 4th Army's first objective in its drive on Big Lick.




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Post #: 14
RE: New scenario On to Philadelphia at Gamesquad - 5/26/2011 6:37:05 PM   
1_Lzard


Posts: 528
Joined: 8/18/2010
From: McMinnville, OR
Status: offline
Site addy for the scenario: http://forums.gamesquad.com/downloads.php?do=file&id=2302

Makes it a bit easier, eh?



_____________________________

"I have the brain of a Genius, and the heart of a Little Child. I keep them in a jar under my bed!"

(in reply to BillLottJr)
Post #: 15
RE: New scenario On to Philadelphia at Gamesquad - 5/27/2011 1:57:05 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
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PNG Graphics files for On to Philadelphia added to the Game Squad Downloads section. One file for the standard & small graphics & three files for the Huge graphics.

Link: http://forums.gamesquad.com/downloads.php?do=cat&id=6


(in reply to 1_Lzard)
Post #: 16
RE: New scenario On to Philadelphia at Gamesquad - 5/27/2011 3:42:47 AM   
BillLottJr


Posts: 333
Joined: 4/24/2006
Status: offline
Will5869 discovered a glaring omission on my part. I left the On to Philadelphia.eqp file out of the zip file I uploaded.

[B]i downloaded this scenario but when I open it in the game it tells me I'm playing with the wrong .eqp file, how do I fix that?[/B]

Will,
Just smack me. I left the .eqp file out of the zip file. Unzip the attached file into the
Graphics\On to Philadelphia folder.

I've corrected the file in the Downloads section. Sorry for the screw-up.
Bill

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(in reply to BillLottJr)
Post #: 17
RE: New scenario On to Philadelphia at Gamesquad - 5/27/2011 6:19:27 AM   
1_Lzard


Posts: 528
Joined: 8/18/2010
From: McMinnville, OR
Status: offline
LOL! How embarrasing!


(in reply to BillLottJr)
Post #: 18
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