Gregor_SSG
Posts: 681
Joined: 3/6/2003 Status: offline
|
BiN was designed to examine the historical landings and the campaign in Normandy that followed. The Rommel's plan scenario is an intellectual exercise that seeks to examine some of the consequences of a more robust and more forward defence by the Germans, but it's not the focus of the game. Therefore, I'm not surprised that, as a competent human playing against the AI, you could cause the AI significant problems. The real test would come if you played the scenario against another human player. As for the historical problems you raise, it is possible that, were the invasion in real trouble that the Allies would have landed reinforcements into the teeth of much heavier opposition than they faced in the historical invasion, but since that didn't happen historically, we didn't really need to develop mechanics to model that. It's also possible that the Allies may have improvised landings at other places in Normandy, but here we run into a fundamental problem with wargames, in that you can't really surprise a player who can simply play the game from the other side to get comprehensive information far in excess of what one side in a real battle would get. We can't really allow Allied landings on terrain that in real life is cliffsides or a tidal swamp, but we can't stop the German player from blocking any designated beach hex with Ost battalions. As for the movement question, the Germans had no real problems in getting units from areas that were off map in our game onto the battlefield. Yes, they were forced to do a lot of travel at night, but despite all you have heard about Allied airpower, it could only slow, but not prevent, movement of men and supplies to the battlefield. The interdiction function in BiN reflects this pretty well. Gregor
_____________________________
|