New scenario - Anzio 1944 (Full Version)

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Telumar -> New scenario - Anzio 1944 (2/6/2010 11:02:31 PM)

Finally released my Anzio scenario. You can download it here from rugged defence: http://www.the-strategist.net/RD/sce...rio.php?Id=792
It should also be available from the games depot soon.


ANZIO 1944

- Operation Shingle -


v. 1.95 - for TOAW 3 vers. 3.2.29.27

"I had hoped that we are hurling a wild cat on the shore, but all we got was a stranded whale"
(W. Churchill)

At the end of January 1944 US VI Corps executed an amphibious assault behind German lines at the city of Anzio, just 50 km south of Rome, in an attempt to break the stalemate at the Gustav Line. To achieve this VI Corps was to advance onto the Alban Hills, a key feature dominating the southeastern approaches to the eternal city, and to cut off German 10th Army's supply lines thus forcing a retreat from the Gustav line. Despite the total tactical surprise a combination of over-cautiousness, hesitation and willingly ambiguous orders failed to exploit the situation and the Germans had enough time to bring substantial forces into the area to not only contain the beachhead but also to release a determined counterattack. After the climax of the battles by mid February the beachhead frontline came to a stalemate with neither side having achieved its operational aims.
The scenario covers the initial landings and the opening phase of "Shingle" (the codename for the operation) until mid-February with the possibility of an earlier end and incooperates also some small what-ifs. More historical background and scenario information can be found in the extended briefing document.



:: PBEM / Human vs. Human only::

Date: Jan, 22nd 1944
Location: Anzio, Provincia di Lazio
Map Scale: 1km/hex
Turn length: 6 hours
Unit Scale: Company
Length: 50 - 120 turns

MRPB: 6
Attrition Divider: 12


UNIT COLOURS


US VI Corps

US - green & olive background
UK - brown & tan background

German 14. Armee
Heer - grey background
Luftwaffe Ground Units - blue background
SS - black background


***************************


SPECIAL EVENTS AND FEATURES


Sudden Death Victory

The Allies can achieve a Sudden Death Victory by seizing certain locations in the Colli Laziali (Alban Hills) thus triggering EEV driven probability checks. The Germans can achieve a Sudden Death victory by capturing Anzio.

Weather
Stormy weather will lead to a temporary removal of beach supply points. The weather is historical for the first part of the scenario, and thereafter is regulated by a weather engine. Each day has a 40% chance for stormy weather which will affect theatre recon (0), air activity (air shock 25) and naval fire support (house rule).

German Air Raids
On afternoon turns the Germans enjoy a 105% air shock bonus while the Allies receive a 95% air shock penalty. This is to simulate the Allied fighters returning to their distant bases to land at daylight. There is no shock bonus on bad weather/storm turns.

Loss of Allied ships
The German player will receive victory points for sinking Allied ships. The cruisers HMS Orion, HMS Spartan and USS Brooklyn are worth 10 VPs each. All other ships (destroyer class) are worth 5 VPs.

Nettuno Airfield
Nettuno airfield will be operational on turn 42. This will remove the German air raid bonus.

Replacements
Both sides regularily receive various replacement units on a semi-random basis. These units can be disbanded to fill up the replacement pools.

Early End
Players can agree upon an earlier end of the scenario after turn 50 by selecting the theatre option "End game with current victory levels".

Theatre Recon
Theatre Recon for both sides is 0 on PM turns and on storm/bad weather turns.

Pestilence
Force pestilence is 1% for both sides, beginning on turn 18.

Allied First Turn
Allied units must land in the appropriate beach hexes. No naval or air support is possible for the first turn. The Allied player must not forget to select his 504th PRCT theatre option and to move his supply units.

Opening Moves, Shock and TOs
Negative shock which affects the Allied player will come into action in the opening phase of the campaign. The Allied player can remove the shock by theatre options at a VP cost while the German player can restore the shock at a VP cost with his theatre options.
If the Allied player lands the 504th PRCT near Aprilia on turn 1 the shock events won't come into action.

Shock events:

Turn 3: Allied shock 80%
Turn 13: Allied shock 90%
Turn 25: Allied Shock 100%

Theatre Options
(only available for one turn)

Turn 2: Allies: Remove 80% shock (45 VPs) ->
Turn 3: Germans: Restore 80% shock (40 VPs) ->
Turn 11: Allies: Remove 90% shock (25 VPs) ->
Turn 12: Germans: Restore 90% shock (20 VPs)

Naval Units
A row of distant sea hexes represents the open sea and can be used to save ships from German air raids.

Allied Supply Radius
Allied supply radius will increase if the EEV value reaches 64 and fall if the EEV value drops below 64.

German additional reinforcements
If the Allies approach Rome the garrison and additional German reserves will be released.
Additional reinforcements may arrive when the Allies advance towards Littoria.

German Withdrawals
From turns 76 to 92 Kampfgruppe Ens and 71. Infanterie Division will be withdrawn.

Reconstitutions
Special forces (Rangers, FSSF etc.) and German 'Alarm' units (i.e HG Alarm Bn) do not reconstitute.


***************************


THEATRE OPTIONS


Allied Theatre Options

- Airdrop 504th Para RCT near Aprilia on turn 1: 100 VPs
- Use the 509th Para Bn as a follow-up for the 504th Para RCT on turn 2: 30 VPs
- Activate US XII ASC: first two activations without costs, thereafter 10 VPs per activation; 5 times
- Activate MATBF: first activation without cost, thereafter 10, 20, 30, 40 VPs; 5 times
- Activate MASAF: first activation 15, second activation 30, third activation 60 VPs; 3 times

German Theatre Options

- Release Kampfgruppe von Behr: 25 VPs. The option is available from turns 3 - 12.
- Release later arriving elements of 4.FJ Div: no VP costs, but units may need to build up strength first
- Prepare for and launch major counteroffensive (2 times, no VP costs)
- Keep KG Ens until the arrival of 741.Jaeger Regt: 40 VPs
- Keep Grenadier Regt 194 and II/Art.Regt 171 until the arrival of 741.Jaeger Regt: 20 VPs
- Keep 71.Infantry Divisions divisional troops until the arrival of 29.PzGren.Div: 40 VPs
- Luftwaffe reinforcements. There are a variety of TOs to release additional air reinforcements, including options for withdrawal and recuperation. Part of these options only becomes available when the Allied player uses one or more of his air options.


***************************


HOUSE RULES


1.) No units of MATBF and MASAF, except the Fighters assigned to MASAF, may be placed on combat support or interdiction. They can be used in direct air strikes only, either in support of a ground attack or in a separate air strike.
2.) The third turn additional Allied air assets are active may only be used to set unit missions back to 'rest'. No other deployment is allowed on this turn. This is because air units that switch from active status to garrison don't go over to rest mode, but instead retain their last assignment and are thus still active.
3.) Ships may be used only in direct bombardment during own turns, either in support of a ground battle or in a mere bombardment mission.
4.) The Allied navy must be moved into the distant hexes on storm turns.
5.) German railroad gun units may be used only in direct bombardment during own turns, either in support of a normal attack or in a mere bombardment attack. Also it is not allowed to put the unit to a supporting deployment (D, E, F, TacRes, LocRes) at the end of the own turn to lean defensive artillery support during the Allied player's turn.
6.) Allied assault battalions on turn 1 and the follow-up wave on turn 2 are only allowed to land in the beach hexes named accordingly to their start location.
7.) Allied VI Corps supply units (15/60) must be moved to the according beaches, placed on the destroyed bridge hexes and disembarked on turn 2.
8.) Off-map road exits on the southeastern map edge must be guarded by both sides. The Allies must maintain a garrison of two first line units per exit, the Germans one such unit.
9.) The Allies are not allowed to enter the bypass roads from Valmontone to the Pontine marshes.
10.) Optional: Air units are not allowed to switch their mission orders within a turn (1mission/turn).


****************************


Playtesters and Credits:

Erik Nygaard, Marc Custer, Dierk Walter (Heldenkaiser), Nick (Olorin4)
Thanks to J.M.Serrano & Bob Cross for helping with some US TO&Es, thanks to Derek Weichs for his WWII equipment databse.
Special thanks to Erik Nygaard and Marc Custer for major contributions to version 1.8 ff





Silvanski -> RE: New scenario - Anzio 1944 (2/7/2010 12:23:24 AM)

Very detailed scenario Telumar. [sm=Cool-049.gif]




LLv34_Snefens -> RE: New scenario - Anzio 1944 (2/7/2010 12:34:01 AM)

By first impression it looks very good. Really well done documentation as well.




Erik2 -> RE: New scenario - Anzio 1944 (2/8/2010 12:11:28 PM)

And it is fun to play both as German and Allies.
Marc Custer and I must have playtested it about 10 times.




Telumar -> RE: New scenario - Anzio 1944 (2/8/2010 10:53:17 PM)


quote:

ORIGINAL: Erik Nygaard

And it is fun to play both as German and Allies.
Marc Custer and I must have playtested it about 10 times.



The scenario wouldn't be where it is now without your and Marc's extensive testing. (they were really addictive ;) )
Btw, for those interested in the scenario, to get a first impression and as a teaser i wrote an (incomplete) AAR from a game with an earlier version i played with Heldenkaiser here: http://forums.gamesquad.com/showthread.php?83928-Anzio-1944-Telu-%28Allies%29-vs-Heldenkaiser-%28Germans%29-playtest-AAR




Major SNAFU_M -> RE: New scenario - Anzio 1944 (3/1/2010 7:55:33 PM)

Looks great.  Thanks for all of your hard work (and the playtesters)




mas27 -> RE: New scenario - Anzio 1944 (3/12/2010 5:35:32 AM)

question - only a portion of the available allied units are able to board ship for transport to anzio. am i not doing something correct. i have placed the 3 supply units in correct space at the correct turn. any help will be greatly appreciated




Telumar -> RE: New scenario - Anzio 1944 (3/12/2010 1:38:25 PM)

I suppose you mean the units on turn 2. You might have forgotten to disembark the supply units on turn 2. This will free the missing transport capacity.

[image]local://upfiles/19263/A696102BF382468D891FD6FBBA6C6919.jpg[/image]




Telumar -> New version of Anzio 1944 posted (4/3/2010 11:39:46 PM)

There has been a serious bug with Allied Theatre Options in the initially posted version. The fixed version can now be found here:


http://forums.gamesquad.com/downloads.php?do=file&id=2169


New in this version:

* The early release of 4.FJ Division units is now only available if the Allied player selects the unhistorical 504th PRCT airdrop option.

* After some experimenting: Attrition Divider set to 16 (earlier versions: 12), Maximum Rounds per Battle set to 4 (earlier versions: 6)

* Fixed a serious bug with the Allied Air Support Options. The bug was caused by the split-up of 64th Fighter Wing in version 1.91

* Terrain changes. Added the road Velletri – Nemi – Marino. Nemi and Marino are in hill terrain now. Corrected some place names.








L`zard -> RE: New version of Anzio 1944 posted (4/4/2010 2:23:31 AM)

Way to be, Stefan!




Telumar -> RE: New version of Anzio 1944 posted (4/6/2010 10:07:26 PM)

Now, it's also up at Rugged Defence:

http://www.the-strategist.net/RD/scenarii/display_scenario.php?Id=792




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