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Preventing further Allied landings with MPs?

 
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Preventing further Allied landings with MPs? - 1/25/2005 6:33:10 AM   
jrcrin001

 

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I was playing BIN - ver. 1.1 – Rommel’s plan – with the AI set at recommended setting for the Allies. It took a while to get where the picture shows ...

I was able to get units onto the invasion beaches. This prevented the allied units from landing. I found that even an anti-tank or MP unit could prevent further landings.

I was able to run units with trucks and trains pretty much at will across the board. I always had the impression that German movement was restricted during the battle. I get the impression that these movement factors are too high in comparison to real life.

Thoughts?




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RE: Preventing further Allied landings with MPs? - 1/25/2005 6:47:13 AM   
jrcrin001

 

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Here is how bloody it got on Omaha for the allies. The picture shows destroyed units.
I was able to get to the beaches here also. I would think that if this would have happened, the Allies would have put troops ashore where ever they could get them ashore. I noticed BIN does not allow this.

Maybe a future version to allow setting up alternate invasion beaches?

Also I knew that the Allied navy shelled both sides of the Cherbourg peninsula yet the fire lines for the destroyers do not allow this?

Note: Things were going so badly for the Americans that the AI had the British help out.




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RE: Landing craft takes out Cherbourg Supply! - 1/26/2005 6:08:15 PM   
jrcrin001

 

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Hello,

I was playing the game noted above and the AI sent anding craft into Cherbourg Harbor. This took out the Cherbourg supply. The landing craft could not land, so I assume that this is the equivalent of a raid?

I assume that having a unit on one side or the other of the entrance of Cherbourg Harbor prevents this? I prevented the landing craft from leaving by placing a unit there. Now it is a stale mate. Then can't do anything (but what they did) and I can not attack them.

Has any one else had this happen?




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RE: Preventing further Allied landings with MPs? - 2/6/2005 7:09:47 AM   
Gregor_SSG


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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

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