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New Version of Anzio 1944 @2km

 
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New Version of Anzio 1944 @2km - 2/6/2011 1:34:02 AM   
Telumar


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The scenario is still BETA, but i have implemented several changes and adressed some issues after the first feedback of the initial playtesting. These are:

- Elmer's navy now withdraws for the duration of the first storm period

- Aircraft ranges and airfield distances have been adjusted so that the two airforces can't get at each others airfields anymore. The way the TOAW engine (and Elmer) handled this was too unrealistic and yielded ahistoric results, especially if one considers fighter escort, fighter ranges, airbase distances (especially Northern France and Northern italy) and time-scale. The new setting isn't the last wisdom, too, but much better than the initial setup. Without German airfields to be bombed into moon landscapes Elmer now finally uses Interdiction and combat support. ;)

- Made the terrain around Ardea/Pratica di Mare more difficult. This solves some problems with the Allied PO's guarding of this flank.

- Added Beach Groups (1st Naval Beach Bn and 3rd Beach Group) as a last defence. Mainly because Elmer needs this.

If anyone is interested please drop me a mail at cariundel at yahoo de.


And a small teaser - Playing as the Allies against the German PO, turn 4:



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RE: New Version of Anzio 1944 @2km - 2/6/2011 1:50:10 AM   
1_Lzard


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Good Stuff, Stefan!

Read your mail, LOL!


Kurt

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RE: New Version of Anzio 1944 @2km - 2/6/2011 2:15:58 AM   
Telumar


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Checked and sent. :)

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RE: New Version of Anzio 1944 @2km - 2/6/2011 4:44:34 AM   
Silvanski


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L'zard and myself will put this latest version through the grinder Stefan ;-)

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RE: New Version of Anzio 1944 @2km - 2/6/2011 9:45:33 AM   
Telumar


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Good to hear! Just let me know how it's going from time to time.

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RE: New Version of Anzio 1944 @2km - 2/6/2011 9:46:15 PM   
Telumar


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Just want to throw in some issues the scenario still has:

- Mud. Contrary to the 1km scenario where i designated every hex south of a certain line a marsh hex i used the normal weather patterns for mud in the 2 km version: Heavy precipitation, Cool, Storms etc. I've played games where ground conditions were somewhat historical and others where mud played almost no role at all.

- Elmer is overstacking. Old Elmer issue, maybe a bit enforced by the formation setup (most divisions modelled as battalions in one single formation), overlapping objective tracks (also due to restricted terrain and infrastructure).

- Still only one objective path per force

- Replacement rates, especially for infantry squads. Not really an issue, but something that needs to be watched closely, especially in longer games.

- Changing initiative in Human vs PO games. Nothing i can do about, but note that sometimes the german PO moves first in round 2. This results in overrunning 504th PRCT's landing zone thus blocking entry of certain airborne units until the hex is under Allied control. Maybe 504th PRCT should start on map on turn 1 and be removed if the Allied player doesn't want the airdrop option.



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RE: New Version of Anzio 1944 @2km - 2/7/2011 5:42:52 AM   
sPzAbt653


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quote:

Elmer is overstacking.


I hate to suggest something that might not make a difference, but you can try adjusting the objective tracks so that objectives are at least 3 hexes apart (4 hexes from one objective to the next). I've done this and it does seem to make Elmer better.

quote:

Changing initiative in Human vs PO games.


From what I can tell, its due to movement allowances. I would suggest giving the Allies some units with large mp's in an off map area where they won't be used. Check Autumn Fog for an example, in the upper right map corner. In that scenario, those units are removed and then initiative swings back to the other side.

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Post #: 37
RE: New Version of Anzio 1944 @2km - 2/7/2011 8:50:45 PM   
Telumar


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quote:

ORIGINAL: sPzAbt653

quote:

Elmer is overstacking.


I hate to suggest something that might not make a difference, but you can try adjusting the objective tracks so that objectives are at least 3 hexes apart (4 hexes from one objective to the next). I've done this and it does seem to make Elmer better.



I did this already with the initial version. It's really as i said. Restrictive terrain, big formations, partially overlapping tracks.

quote:

ORIGINAL: sPzAbt653

quote:

Changing initiative in Human vs PO games.


From what I can tell, its due to movement allowances. I would suggest giving the Allies some units with large mp's in an off map area where they won't be used. Check Autumn Fog for an example, in the upper right map corner. In that scenario, those units are removed and then initiative swings back to the other side.


thanks for the hint. I'll look into this.


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RE: New Version of Anzio 1944 @2km - 2/8/2011 2:34:48 AM   
sPzAbt653


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quote:

Elmer is overstacking.


Maybe if Elmer was a little bit smarter, he could recognize when the stacking penalty goes from green to something else, and would then switch from crowding into one hex to going for defense in depth. Maybe he already does, I don't know. Maybe some scenarios can take nine units per hex without being overstacked, and then it wouldn't make a difference.

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RE: New Version of Anzio 1944 @2km - 2/8/2011 11:06:48 AM   
1_Lzard


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Actually, Steve, it's going to take a bit more........

Stefan's sce has dense points early, eh? Something about 2km hexes comes to mind, LOL!

Scalability..........


Kurt

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RE: New Version of Anzio 1944 @2km - 2/8/2011 2:35:00 PM   
Oberst_Klink

 

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Turn 25 of Anzio@2km PBEM vs. Prussian Tom and I have to say it's a hell of bloody brilliant piece of work Stefan! I hope my *still in progress* 48th Pz Koprs Chir Battles scenario will work out just 10% comparend to yours and it'll be fine, too :)

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RE: New Version of Anzio 1944 @2km - 2/8/2011 8:56:09 PM   
Telumar


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quote:

ORIGINAL: Oberst_Klink

Turn 25 of Anzio@2km PBEM vs. Prussian Tom and I have to say it's a hell of bloody brilliant piece of work Stefan! I hope my *still in progress* 48th Pz Koprs Chir Battles scenario will work out just 10% comparend to yours and it'll be fine, too :)


Always nice to hear someone enjoys ones work. :)

25 turns? So is it rather a stalemate now or is it more fluid? For the Allies this means they won't receive much reinforcements for a long time, only Br. 56th Inf Div's Brigades towards the end. The Germans will still receive plenty of stuff. Maybe you can push him back into the sea?!

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RE: New Version of Anzio 1944 @2km - 2/8/2011 9:55:12 PM   
Oberst_Klink

 

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That's exactly my plan... after 2-3 days of reorganizing and trying to re-establish divisional integrity... your scenario teaches system of different support levels in a bloody marvelous way! BUT... wo ist die neue Version? :D Or is the one you sent me just before x-mas the latest, including the terrain changes you mentioned here in the post?

kLiNk, Oberst

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RE: New Version of Anzio 1944 @2km - 2/8/2011 10:32:24 PM   
Telumar


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No, this was the old version. The new one is only available by e-mail.. just send. Read the mail before you install.

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RE: New Version of Anzio 1944 @2km - 2/20/2011 11:05:48 AM   
Telumar


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Any thoughts about the German PO? It's not really a match for a human opponent (not even for the Allied PO), or is it just me? Sudden Death on turn 11:






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RE: New Version of Anzio 1944 @2km - 2/20/2011 1:34:56 PM   
Oberst_Klink

 

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To prevent a sudden death against the PO... well, a kind of "Nero Befehl" trigger perhaps? The question is, how to prevent this order in a H2H game.

Suggestion for the "Nero Befehl"... bridges over the canal get blown up or a withdrawal event for the Allies. e.g. "News! SS-Jagdkommandos blew up bla, bla, at the X sector. X,Y to be withdrawn to repair bridges and secure rear area near XYZ!"

Other than that, well. Did you try to fiddle around with the .AI file?

kLiNk, Oberst

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RE: New Version of Anzio 1944 @2km - 2/20/2011 8:57:15 PM   
Telumar


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quote:

ORIGINAL: Oberst_Klink

To prevent a sudden death against the PO... well, a kind of "Nero Befehl" trigger perhaps? The question is, how to prevent this order in a H2H game.

Suggestion for the "Nero Befehl"... bridges over the canal get blown up or a withdrawal event for the Allies. e.g. "News! SS-Jagdkommandos blew up bla, bla, at the X sector. X,Y to be withdrawn to repair bridges and secure rear area near XYZ!"

Other than that, well. Did you try to fiddle around with the .AI file?

kLiNk, Oberst


It's not about preventing a Sudden Death against the PO, but iam sure you know this and it's only a small misunderstanding..

Preventing certain things from not happening in a H2H game is easy. The PO1/PO2 activate trigger.

I haven't yet fiddled with the .AI file as i still don't know much about it.. what is early/mid/late treshold for? And what else can i do except change tracks, objectives etc.? I had done this in the normal Editor. Some slight changes to objective tracks and strategic bias with the German Po with the result that the German PO now holds a bit longer against an Allied PO.
Objectives are currently more than 3 hexes away from each other, everything's fine from a PO view. Note that a) the situation was indeed very dangerous for the Germans had Lucas decided to push out of his beachhead immediately and b) Elmer is better in the offensive than in defence, especially failing in such defence tactics that are required here: delay, fall back, regroup, begin again with delay etc..

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RE: New Version of Anzio 1944 @2km - 2/20/2011 11:34:21 PM   
Oberst_Klink

 

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I should have re-phrased it... Ja, the problem isn't SD or preventing it, but Elmer's way to handle the situation. Your scenario is challenging enough for a human player (German side). Regarding the thresholds or values in .AI. Quite frankly, no idea. I am sure you already had a look here if RT posted some .txt with definitions. There's one chap who seems to be more into the whole Elmer scripting - gianluca74_ai.
So, no "Nero Befehl" trigger then?





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RE: New Version of Anzio 1944 @2km - 2/20/2011 11:47:29 PM   
Telumar


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Nero Befehl - don't know yet. It's an option to think about. But only in Human vs German PO games.



< Message edited by Telumar -- 2/21/2011 12:00:40 AM >


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RE: New Version of Anzio 1944 @2km - 2/21/2011 12:01:30 AM   
Telumar


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Another option might be to add a range to the Valmontone EEV trigger so that an area with a radius of x hexes must be occupied to get the 10 EEV points. Again, this could be done only if the PO controls the Germans. As you see in the screenshot further above Elmer still had a sizeable force pressed against the Monti Lepini with which he could have cut off the Allied penetration into the Valmontone Gap if the Sudden Death wouldn't have triggered.

Something like this:



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RE: New Version of Anzio 1944 @2km - 2/21/2011 9:50:00 PM   
Telumar


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Well, i'll set up the zone two hexes further north. Force attack will trigger the EEV increase and/or decrease, depending on side. Zagorolo, which will then be in the zone, remains a 3 EEV points single hex objective though. And it will only work this way when playing against the German PO. Any thoughts/critique/suggestions about that?

What do you lads think about an "EEV timer"? The longer the Allies need to reach their objectives the more EEV points they would need for a Sudden Death. It could be set up this way:

Each turn when substantial German reinforcements arrive, i.e. turn 10 (65.Inf Div) or turn 13 (bulk of 26.Panzer Div), the EEV will be decreased by, say 1 or 2 points. Or i.e. every fourth turn one point will be subtracted from the EEV. Or a combination of both. If this would make things too easy for the Germans in H2H play, this could be implemented only for playing against the German PO (also for playing against the Allied PO?). It also could be activated by a Theatre Option in Human vs PO play. This could help beginners playing as the Germans or make it more challenging for experienced players playing as the Allies.

Or is this "over-design"..?


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RE: New Version of Anzio 1944 @2km - 2/21/2011 11:32:48 PM   
1_Lzard


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NOT overdesign, Stefan........try it!

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RE: New Version of Anzio 1944 @2km - 2/25/2011 6:38:23 PM   
Telumar


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And done. Two things:

- When playing against the German PO the Valmontone EEV trigger is an area related event

- Added the optional "EEV Timer" in Human vs PO games as a TO, available only on turn 1. It will decrease the EEV over time or when specific events occur (or not occur..). As i posted further above it is thought as a help for the German PO and for beginners playing as the Germans and provides a challenge for experienced players playing as the Allies.




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