mike1984 -> Sicily to Brenner Pass (3.4) - mike1984 vs Oberst_Klink (11/2/2011 12:57:33 PM)
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OK has been kind enough to start up a playtest (actually, it's the second go-round, since we've already found some things that needed immediate fixing) my latest round of edits for Sicily to Brenner Pass, updated for TOAW 3.4. For those who didn't follow any of this before, here is the list of edits I've made so far to the original SBP - clipped from the scenario briefing: quote:
CHANGES IN THIS VERSION -Each side can now pick and choose when it will have sea and air transport. -Shock bonuses and penalties possible for either side based on events. -Supply levels can change based on events. -Supply updated to work better with the new supply rules. -Allied naval units, including aircraft carrier groups. -New units added, others deleted, withdrawal dates adjusted. -Reduced replacement rates. -Attrition rate adjusted to cause lower casualties. SCENARIO NOTES New Allied Formations This updated SBP includes all major historical belligerents in the battles for Sicily and Italy. Each player should take note that there are two significant additions to the order of battle: -Allied naval "Eastern" and "Western" task forces -US 9th Division As for the removal/addition of reinforcements, many of the original withdrawl dates remain intact. However, several of the event-activated withdrawls have changed. This is to allow the scenario to flow more freely with the ahistorical timeline that will surely take over as the game goes on. US 9th Division The US 9th Division--absent from the original versions of SBP--will now arrive following the Allied capture of Palermo. The 9th Division was only called up to Sicily, as a provisional division, for the latter half of the battle, participating in the battles around Traoina. In SBP, as was the historical case, the 9th Division was withdrawn to begin preparations for Overlord, following the fall of Messina. But more on that later. Allied Navy The Eastern and Western Task Forces are present on Turn 1, however, as the historical need for naval and naval air support shifted to other operations outside of the Italian Mainland, these units were not influential factors in the overall liberation of Italy north of Rome. ALL FOUR ALLIED NAVAL GROUPS WILL BE REMOVED 10 DAYS AFTER THE ALLIES CAPTURE SALERNO. When the Allied navy is present, the house rules should be as follows: 1) no naval units in anchorage hexes, or directly adjacent to land hexes; 2) naval units may not bombard Axis airfields; 3) naval air units MUST remain carrier-based. Significant Withdrawls The Allies will face three major withdrawls in this scenario. The first will be following the fall of Messina. This is to replicate the strategic shift of focus towards the invation of France. Seven days after the Allies capture Messina, the following Allied divisions will be withdrawn: -British 50th and 51st Divisions -US 1st and 9th Infantry Divisions -US 2nd Armored Division The second of the two major withdrawls will come prior to the historical Operation Dragoon (Anvil). Unlike the Overlord withdrawls, which were event-activated, this withdrawl comes on Turn 365. The following units will be withdrawn: -French 3rd Algerian, 2nd Morrocan, 4th Morrocan, 1st Motorised -US 3rd, 36th, and 45th Infantry Divisions -US VI Corps units The final major removal of Allied troops will come when historically the 1st Canadian Corps was moved from southern to northern Europe. This too is a turn-activated withdrawl. The following units will be removed on Turn 602: -Canadian 5th Armored Division -Canadian 1st and 5th Infantry Divisions -Canadian I Corps units Supply Supply points and values have been added for most anchorage hexes for the Allies; and a few key locations for the Axis. Check the map (until I update this briefing) to see where your supply hexes are located. Shock -Allied forces will receive shock and air shock bonuses when the major sea and air transports are activated. This is in order to assist in the landing operations. -Axis forces have a window of opportunity to strike a critical blow to the Allies early in the game, by occupying Gela and/or Siragusa. If either is taken, Allies will suffer in supply and get a shock penalty. If both are taken, Allies suffer twice. Sea and Air Operations Unlike the original versions of SBP, this updated version now allows each player to select when they want to activate and utilize one of several time-limited sealifts and, in the Allies' case, airlift. Both players have a constant rail transport of 5000, but it might not be too useful if the railroads are bombed into oblivion. How the transport works... The players will now have a few disbandable units--the Allies' units near North Africa, the Axis' units north of Brenner Pass--that, when disbanded, will activate a desired level of transport, for a certain amount of time. The are as follows: Axis -Sea 5000 A: 3-day sea transport, value 5000 -Sea 5000 B: 3-day sea transport, value 5000 -Sea 20000: 5-day sea transport, value 20000 -Axis will never have air transport capability Allied -Sea 10000 A: 5-day sea transport, value 10000 -Sea 10000 B: 5-day sea transport, value 10000 -Sea 50000: 7-day sea transport, value 50000 -Air 10000: 3-day air transport, value 10000 -Allies has a constant sea transport level of 2000* *The Allied player should not abuse this. Use it for only one or two end-run-style operations (like the historical action at Brolo), but otherwise just use it for simple shuttling of troops. Eventual changes I'd like to explore: quote:
-Theatre Options for invasions: Allies are required to "activate" which beaches they want to land upon. This would open many more possibilities for scenario variability and things like shock effects, supply effects, transport availability. Making this happen will take some time, though, so it's not on my immediate list of things to do. -Full audit of forces: Go line-by-line through the forces, improving accuracy. -Make global events effect SBP: Outside factors, such as historical events, have an impact on the game. Now, for this particular AAR. I'm going to post AAR entries starting on Turn 2. However, following that, I will wait until Turn 10 before resuming the AAR. After that, it should be an average of one AAR entry per turn.
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