inqistor -> New version of TAO Scenario (3/15/2012 6:46:17 PM)
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Hi guys. I wanted to put it on SSG forum, but I am not sure anyone still supports it, as I get no response for my new account request. After finishing Eisenhower, then Bradley, and finally Patton, I thought I would like to try incorporate reported large supply stockpiles at Liege, and Spa, and most importantly - change Luxembourg into very important defensive location (as Eisenhower clearly states, that it was NO-GO zone). I have played several versions of Ardennes battle (both computer, and board), and do not remember version, where Luxembourg was worth defending, so I thought the best possible engine will be DBWWII, as I really like scale, and speed of turns. Timing supply dump actually were more complicated, than I thought, but during creation, I have also begun to play with Allies AI (seriously, why are they leave whole fortified line at first turn?). After few modifications, and defining several IMPORTANT OBJECTIVES it really plays great (Axis on the other side do not play as great, as IMPORTANT OBJECTIVES seems to work for both sides, and AI tends to leave whole divisions to protect once conquered cities). I think it can be repaired, by just deleting all objectives for Axis, but it will again weaken Allies side, so it seems no way to make good AI for both sides. Anyway, later I have discovered, that 150th Brigade is far too weak (it have strength of battalion, while it had 2500 men, so should be as strong as other German Regiments). Then I have discovered, that VOLKSGRENADIERE units seems to be modelled on 1943 Infantry TOE, not late 1944 Volksgrenadiere TOE, with 2 platoons in Company fully equipped with automatic weapons. Speaking of automatic weapons, also Fallschirmjaegers seems to be too weak, with their FG-42, double MG-42, and MP-44 used in Ardennes, and their OOB seems to be taken directly from Normandy game, where indeed one of Divisions was not ready for operation (and weaker), but both Divisions were rebuild in the same way (by incorporating three 3 batallion Luftwaffe Regiments). So... I have used Tessin, and modified whole German infantry in accordance what is stated there. The main goal was to make units with lots of automatic weapons minimally better, than US units with semi-automatic weapon in attack, and something more powerful in defence. VOLKSGRENADIER divisions, which have no previous combat experience were moved to their own minor nation (actually MAJOR, because I did not wanted to copy all the artillery), and have lower morale (greater chance to surrender), but gets extra replacement every turn. They have also lower INTEGRITY BONUS. Doing all this, some of US units were then modified downward. First, Airborne Divisions, having 1/3rd less people seems to have actually 1/3rd more STEP POINTS. I have reduced this, together with INTEGRITY BONUS for US infantry. Also I have lowered AT strength of US Infantry, and upgraded it for M36, as only 17pdr/90mm was strong enough to chalenge German armor on distance. Points for units are modified accordingly to their modified strength, but I am not sure of influence of this change on game. So testing is needed. Feedback welcome. Finally, some minor changes for CRT tables. Outside terrain gives less AT bonus, and forest battles are more bloody (no no-effect results at higher ratios) Link to Scenario (large, 18.5 Mb) Changelog:
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