StoneAge -> Overlord I - Day 53 (5/22/2013 1:17:25 AM)
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Day 53: Bugger 8th Airforce back on Overlord targets today missed my window. Recon was good, lack of fighters up in belgium and resonable weather, but not allowed to go that way. Need to change my plans: quote:
6.2.8 Page 86 The more disruption the Allied player can deliver to ground troops, the easier it will be for Allied troops to cause a breakthrough (a breakthrough occurs when a permanent defensive line has been breached - ie , the Gustav Line, the Gothic Line, the Normandy Front, and the West Wall). The sooner the Allied breakthrough occurs, the better chance the Allied player has to score points necessary to win the campaign. But all is not as easy as it seems, for ground troops collect reinforcements as play goes on (through a line of rail yards), which helps them to maintain their combat effectiveness and hold their defensive lines. There are several different ground troop types in Bombing the Reich: (1) Infantry (divided between regular infantry (a box with a full X), static infantry (an empty box), and parachute troops (a box with paratroop symbol). There are no real differences between these infantry types; the difference is reflected in their Combat Values (see below). (2) Panzergrenadier (a box with an X and an oval armor symbol) These units represent lighter armored units, half-tracks, etc. (3) Armor (a box with an oval armor symbol). These represent stronger and more fully armed units. More Disruption? quote:
Page 87 This damage represents a unit’s disruption level. During play, this disruption is alleviated by reinforcements and resupply, which are piped into the unit through connected supply-line rail yards. Attacking a unit’s supply line (which is reflected by a white line when you select the unit), can delay reinforcements and supply from reaching the targets, but will rarely ever permanently cripple the unit. 100 percent damage certain rail yards! Check all supply lines to choose new rail targets? quote:
6.2.9 Page 88 The goal of the Allied player, through his coordination of the air war, is to try to deliver as much disruption damage to ground units as he can. The more disruption/damage he delivers, the better his invasion forces will fight and the better the breakthrough. At the end of each turn after an Allied invasion has occurred (a message will appear telling you when the invasion begins), the game determines the current state of the ground war by rolling dice. The game makes a separate roll for each Axis unit on the map. The game compares the combat value of the Axis unit against the roll, and if the Axis player wins, a breakthrough is delayed by one day. If the Axis player fails the roll, then the breakthrough is accelerated by one day. There are four Allied invasion stages: First Invasion Stage: Right after the Allies come ashore. Axis units start moving toward their initial defensive line (the Gustav Line in Italy or the Normandy Line in France). Second Invasion Stage: This is the Allies attempt at breaking through the initial defensive line. Third Invasion Stage (delaying phase): After the breakthrough of the initial defensive line, Axis forces withdraw to their secondary defensive line (West Wall in Germany or the Gothic Line in Northern Italy). During this stage, there are dice roll chances that the Axis troops may delay the advance. Fourth Invasion Stage: This is the Allies attempt at breaking through the secondary defensive line. Fifth Invasion Stage: This is the period following the Allied breakthrough of the secondary defensive line. If Allied troops break the West Wall, they advance towards Berlin and (ultimately) win the scenario. If Allied troops break the Gothic Line, they advance towards Northern Italy. I should be a few days in front by now?
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