'A Bridge Too Far' updated for TOAW-3 (Full Version)

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Erik2 -> 'A Bridge Too Far' updated for TOAW-3 (6/14/2007 9:41:39 AM)

This was previously available with a special 1km.exe under ACOW.
The 1km is now handled by the equipment-file.
Note the folder-hierarchy included in the zip-file.
The only other changes to the scenario is a revision/simplification of the use of icon colours.
The briefing is in a separate word-doc (only).
The scenario should be available at Rugged Defence in a few days or you can mail me at erik.nygaard@nrk.no and I'll send you a copy.

For those unfamiliar with the scenario-name, this is a very detailed scenario covering Operation Market Garden,
Montogomery's plan to seize key objectives in Holland by dropping two American and one British para-divisions.
These should then be relieved by a British armored Corps creating a small corridor from Belgium to Arnhem, the road was aptly named Hell's Highway.

Date: September 17th 1944
Location: Holland/Belgium/Germany
Ground Scale: 1 km
Time Scale: 6 hour turns
Unit Scale: Company/Air-Squadron
Length: 40 turns




Silvanski -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/14/2007 12:31:21 PM)

Great! I managed to run the original with the EXE converted to an EQP, but this update will undoubtedly be better.




Telumar -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/14/2007 1:07:10 PM)

Great. Played the COW version as the allies already. Have you set a MRPB, Erik?

Any takers? (I'd like to play as the germans)

EDIT: Opponent found.




Maxx_slith -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/14/2007 9:28:55 PM)

How do you go about changing the scale to 1 Km.? I'm working on scenarios based on Wellington's Penninsular campaign battles and a smaller scale would be preferable. I've modified the .eqp file but don't see where the scale can be set in ACOW Editor.




JAMiAM -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/14/2007 9:41:55 PM)


quote:

ORIGINAL: Maxx

How do you go about changing the scale to 1 Km.?

He probably adjusted the range of weapons that are used in the scenario, by an appropriate multiple, then bumped the force movement biases.




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/15/2007 11:03:43 AM)


quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Maxx

How do you go about changing the scale to 1 Km.?

He probably adjusted the range of weapons that are used in the scenario, by an appropriate multiple, then bumped the force movement biases.


That's correct, multiplied ranges by 2.5
The movement bias can only be bumped by 150% so movement points are a bit on the low side in a 1km scenario.
But this is not too bad in this scenario due to the difficult Dutch terrain and the need to force the players to use road movement.




Curtis Lemay -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/15/2007 6:27:39 PM)


quote:

ORIGINAL: Erik Nygaard


quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Maxx

How do you go about changing the scale to 1 Km.?

He probably adjusted the range of weapons that are used in the scenario, by an appropriate multiple, then bumped the force movement biases.


That's correct, multiplied ranges by 2.5
The movement bias can only be bumped by 150% so movement points are a bit on the low side in a 1km scenario.
But this is not too bad in this scenario due to the difficult Dutch terrain and the need to force the players to use road movement.


Also, density penalties will be too light.




Central Blue -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/17/2007 8:57:43 PM)

I am wondering why the 101st and 82nd disappear on turn 5 leaving Gen Browning all by himself at 45,36? There is no news event saying why. In fact, I can't find anything in the events that causes these units to disappear.




sPzAbt653 -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/17/2007 10:24:56 PM)


quote:

ORIGINAL: Central Blue

I am wondering why the 101st and 82nd disappear on turn 5 leaving Gen Browning all by himself at 45,36? There is no news event saying why. In fact, I can't find anything in the events that causes these units to disappear.

That bugger would be event 117. I don't know why the designers did that, but I would suggest to change that event from a 'withdraw army' to a 'withdraw unit'. If the original intention was to withdraw the entire '303 bomb group', then go to the end of the events and add three more 'withdraw unit' events for the 358 sqd, 360 sqd and 427 sqd.

[image]local://upfiles/24850/6A65FE122423415498BD7E4CBF97FFA4.jpg[/image]




Telumar -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/17/2007 10:43:02 PM)


quote:

ORIGINAL: sPzAbt653


quote:

ORIGINAL: Central Blue

I am wondering why the 101st and 82nd disappear on turn 5 leaving Gen Browning all by himself at 45,36? There is no news event saying why. In fact, I can't find anything in the events that causes these units to disappear.

That bugger would be event 117. I don't know why the designers did that, but I would suggest to change that event from a 'withdraw army' to a 'withdraw unit'. If the original intention was to withdraw the entire '303 bomb group', then go to the end of the events and add three more 'withdraw unit' events for the 358 sqd, 360 sqd and 427 sqd.

[image]local://upfiles/24850/6A65FE122423415498BD7E4CBF97FFA4.jpg[/image]


I know why the designer "did" that. He changed the unit colours from the TOAW:COW version, so that the air squadrons now have the same colour as the 82nd and the 101st (in the earlier version they had a dark green/olive background).




Veers -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/17/2007 10:50:03 PM)

So it is just an over-sight?




Telumar -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/17/2007 11:54:07 PM)


quote:

ORIGINAL: Veers

So it is just an over-sight?


I think so.




Central Blue -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/18/2007 5:06:27 AM)

Thank you Telumar. I did see that one, but I didn't know that the color scheme was more important than the actual formation. Time for the private patch.




JAMiAM -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/18/2007 6:30:07 AM)


quote:

ORIGINAL: Central Blue

Thank you Telumar. I did see that one, but I didn't know that the color scheme was more important than the actual formation. Time for the private patch.

Erik is pretty good at keeping track of and updating problems with his scenarios. I'm sure that he'll have an "official" update before too long.




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/18/2007 9:21:11 AM)

He will...
I also discovered a few other minor irritants (formation objectives, reinforcement arrivals) wich I fixed yesterday.
This means Elmer will hopefully play a better game.
I'll post on the various fora when the events are fixed and a new version posted.
Sorry about any inconvenience.

Erik




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/18/2007 10:43:43 AM)

I've fixed the event bug and added a few minor changes re formation objectives and objective values.
Will post the update on Rugged Defence and Gamesquad soon or you can get in touch at
erik.nygaard@nrk.no

Erik




Silvanski -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/18/2007 11:04:34 AM)

Thanks for the speedy fix Erik. The 1 KM/Hex simulation makes it a very unique scenario.




Telumar -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/18/2007 4:42:08 PM)


quote:

ORIGINAL: Silvanski

Thanks for the speedy fix Erik. The 1 KM/Hex simulation makes it a very unique scenario.


Have played it already under COW against Nemo. Really great. Working on an own 1km/hex scenario, but this can take months until a first release.




Dr. Foo -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/23/2007 5:00:10 AM)

Has the Allied air support been toned down in this one. I played it once as Germans on ACOW and I found the Allied air support was overwhelming giving the Allied troops a huge advantage in combat. Not sure but I think that para's did not have air support. [&:]




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/23/2007 2:54:14 PM)


quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Erik Nygaard


quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Maxx

How do you go about changing the scale to 1 Km.?

He probably adjusted the range of weapons that are used in the scenario, by an appropriate multiple, then bumped the force movement biases.


That's correct, multiplied ranges by 2.5
The movement bias can only be bumped by 150% so movement points are a bit on the low side in a 1km scenario.
But this is not too bad in this scenario due to the difficult Dutch terrain and the need to force the players to use road movement.


Also, density penalties will be too light.


The density penalty still kicks in,but since you can only have maximum 9 companies in a hex it is not that important as long as you don't have larger units than companies.




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (6/23/2007 2:56:54 PM)


quote:

ORIGINAL: Dr. Foo

Has the Allied air support been toned down in this one. I played it once as Germans on ACOW and I found the Allied air support was overwhelming giving the Allied troops a huge advantage in combat. Not sure but I think that para's did not have air support. [&:]


There are no changes to Allied air support TO&E or OOB-wise.
But in my crrent game against Stefan (Telumar) my Allied attacks have a hard time retreating the German defenders even when they suffer 40-50% losses.




B/snafu -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/11/2007 5:56:29 AM)

Just wanted to say--excellent scenario!! Partial to "market garden" scenerios, tried a lot of them in various systems. In turn 15 of this one and really enjoying it.


New to TOAW --From what Iv'e read here--seems to be a lot of work to convert to 1km scale----I take it 1km scale scenarios are rare with toaw.




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/13/2007 12:49:23 AM)


quote:

ORIGINAL: B/snafu

Just wanted to say--excellent scenario!! Partial to "market garden" scenerios, tried a lot of them in various systems. In turn 15 of this one and really enjoying it.


New to TOAW --From what Iv'e read here--seems to be a lot of work to convert to 1km scale----I take it 1km scale scenarios are rare with toaw.


Thanks
Once you've created one 1km equipment file it can be used for other scenarios as long as you keep track of what equipment has already been converted....
For instance, I've got two more 1km scenarios wich I hope will pass the test and be included in the next patch.
One is a very detailed version of Crete 1941 and the other a detailed handling of Operazione C3, the Italian plan for assaulting Malta.

Erik




B/snafu -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/16/2007 9:06:09 AM)

Hope everything goes well with the testing--looking foreward to the crete scenario.




17poundr -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/18/2007 11:12:00 PM)

I'm so happy to hear of this great scenario being translated to toaw III!

I enjoyed it very much and is easily in one of my top five of all times toaw scenarios!
As I'm new to toaw III (a great game, and even small things like the map have improved, I can see that the SAM's must be doing a better job as when I try to make my armoured units go past sam posts, they dont get hit by enemy interdiction, and even when they do, I notice that the enemy planes lost that turn has gone up!

If there are any improvements on the original scenario, please let me know. And thanks for designing such a great scenario!

Mr Poundr.




B/snafu -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/19/2007 10:51:44 PM)

Just finished it up. Marginal victory as 21st army vs. the po. good enough for this noob. Wound up pushing too far to the map sides (to avoid having the road cut as they say) and wound up triggering some theater option releases of german units which made me tie up too many XXX corps units along the highway. Wound up controlling the "island" with furthest point the southern edge of the arnhem bridge (my airborne had lost control of the northern end on turn 18. Also finished with strong tight perimeter around osterbeek(sp) being able to transfer units via the driel ferry and (railroad bridge??) west of the main arnhem bridge. since new and only playing against po--broke one house rule by dropping frost's 2nd bat a little closer too bridge than historical and another rule by dropping the polish reinforcements withn the osterbeek perimeter instead of the "island" dz's.

Great scenario.




17poundr -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/31/2007 7:00:41 PM)

hang on, I might remember wrong, but isnt the acow toaw version of the scenario 'a bridge too far', which is much better than that which originally appeared in toaw, as market-garden if my memory serves me correctly...

But, I havent seen the great 'a bridge too far' for toaw-3. As we know the original toaw-acow scnerarios are to be found in toaw-3, thus giving us the not bad 'market-garden', but not as good as 'a bridge-too far'... (I wonder who designed that scenario? One of my all time favourites)...

Also, if anybody knows where to get some more scenarios for toaw-3, I mean good ones, I found a fiew but they were probably there for the historical importance (people have got onto the fact that toaw is such a great game that one can do historical studies and 'what if's' too. Something that is a mark of a truely great game imho).


Also, I would love to pbm somebody, so please do not be too shy... I have pbm'd only about five or six times, (played lot's of hotseat, but only against a couple of guys, my regurlar adversaries)... I won the three games against the rookie, and lost against a game designer, and one was a part of a huge thing, and I never saw the end of that... And one just stopped working in the middle all of a sudden... sigh...

I have been on the www.armchairgeneral.com related game pages and I'm shure that some of you here have been there too...

Anyway, I just wish to say that the games that matrix is putting out are great! And a toaw-3 pbm of whatever you wish to play, would be just ace!

Yours truly, Mr Poundr.


[image]local://upfiles/24674/0ADED7306FF84DFB89A66CB99DC4F235.jpg[/image]




Erik2 -> RE: 'A Bridge Too Far' updated for TOAW-3 (7/31/2007 7:19:33 PM)

ABTF was created in ACOW as an experiment with the BioED (more acronyms anyone?) to see if a 1km scale would work.
It was created from scratch, I've never played the original boxed M-G scenario.
Then it was ported over to TOAW-3 using a 1km equipment file (increased art/air ranges).
I've sent this scenario and a couple of other 1km scenarios to Matrix and if accepted they will be part of the next patch.

Erik




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