jlbetin
28 Aug 03, 09:58
This is the conclusion of the Road to Rimini Comparative AAR that you can read at this address
http://www.warfarehq.com/forums/showthread.php?t=3380
Scenario Title/version: Road to Rimini version 1.0
Scenario Author: Chuck
Era/Turns: WWII 1944 / 10 Turns
Location/Map Scale: Northern Italy / 2.5 km per Hex
SCEANRIO DESIGNER : SCENARIO STRATEGY
At first glance it would appear that control of this scenario is entirely in the hands of the Allied player. However this is not an accurate reflection on how the scenario plays out. The German player can throw caution to the wind and move all four of his initial divisions into the front lines on turn one. This strategy has both the highest risk and reward. If the Allied offensive can be slowed to a crawl in the first four turns, an overwhelming victory by the German side is not only possible but likely.
The problem with this move is that if the Allied player uses his overwhelming armor, artillery, and air assets correctly, the German layer will likely see all four divisions effectively eliminated before August 28th. This will open up a clear path for the Allies to Rimini and will result in a overwhelming defeat for the Germans.
The alternate strategy for the German player is to stick to the initial defense in depth deployment. This will keep the Gothic Line intact and force the Allied player to attack across the Foglia River against heavily fortified terrain. The drawback to this plan of defense is that the two divisions along the Metauro River will likely be completed destroyed within the first two days of the offensive. This will allow the Allies to move in close toward the Gothic Line rather early and will probably prevent the German player from earning any better than a marginal victory.
Some combination of the two strategies can be used but the Germans risk having a weak defense along both rivers. A master TOAW player can perhaps juggle their four divisions in such a way to bulk up the Metauro River defenses without leaving the Gothic Line bare.
For the Allied player the options are somewhat less complicated: attack, attack, and attack. The scenario only last ten turns and speed is vitally important. Whether the German player decides to focus his defense along the Metauro or the Foglia, the Allied player must set out to destroy the enemy as quickly as possible.
Huge numbers of equipment are available for the task of breaking up the German defenses. These include over 3,000 infantry squads, 2,000 artillery pieces, and 2,000 armored vehicles (tanks and reconnaissance vehicles). Losses are of little importance as long as the front lines are moving northward in a brisk manner.
RESULTS
Given two evenly matched opponents, the scenario will probably be determined in the environs of the Conca River Valley. 24 key victory points are up for grabs in the general vicinity for the Conca, including the towns of Gabicce Mare, Cattollica, Misano Adriatic, Riccione, Croce, Gemmano, and Coriano. Historically the towns of Gemmano, Croce, and Coriano saw the most bitter fighting of the battle as the Germans fought to the death to protect the approaches to Rimini.
SIBERIAN HEAT CONCLUSIONS
Overall I like this small scenario and with a few air tweaks it should be a fun one to play over and over.
JLBETIN CONCLUSIONS
This game is a good introduction for newbies, as it helps to learn the map analysis, the correct placement of units, the management of round in each turn.
In this version 1.0 it is nearby impossible for the allies to get something better than a Draw especially if you face a skilled player, but the victory value could change dramaticaly (see the AAR trend curves and turn by turn analysis in the comparative AAR).
LAPALICE CONCLUSIONS
To be added soon
SCENARIO EVOLUTION INTRODUCED IN VERSION 1.2
-------------------------------------------------
Chuck have followed both challenges, turn by turn, and made some changes in the scenario.
1st) remove the heavy bombers and replace them with spitfire and mosquitos.
2nd) to give more chances to the Allies player he has redeployed some VP location and values
http://www.warfarehq.com/forums/showthread.php?t=3380
Scenario Title/version: Road to Rimini version 1.0
Scenario Author: Chuck
Era/Turns: WWII 1944 / 10 Turns
Location/Map Scale: Northern Italy / 2.5 km per Hex
SCEANRIO DESIGNER : SCENARIO STRATEGY
At first glance it would appear that control of this scenario is entirely in the hands of the Allied player. However this is not an accurate reflection on how the scenario plays out. The German player can throw caution to the wind and move all four of his initial divisions into the front lines on turn one. This strategy has both the highest risk and reward. If the Allied offensive can be slowed to a crawl in the first four turns, an overwhelming victory by the German side is not only possible but likely.
The problem with this move is that if the Allied player uses his overwhelming armor, artillery, and air assets correctly, the German layer will likely see all four divisions effectively eliminated before August 28th. This will open up a clear path for the Allies to Rimini and will result in a overwhelming defeat for the Germans.
The alternate strategy for the German player is to stick to the initial defense in depth deployment. This will keep the Gothic Line intact and force the Allied player to attack across the Foglia River against heavily fortified terrain. The drawback to this plan of defense is that the two divisions along the Metauro River will likely be completed destroyed within the first two days of the offensive. This will allow the Allies to move in close toward the Gothic Line rather early and will probably prevent the German player from earning any better than a marginal victory.
Some combination of the two strategies can be used but the Germans risk having a weak defense along both rivers. A master TOAW player can perhaps juggle their four divisions in such a way to bulk up the Metauro River defenses without leaving the Gothic Line bare.
For the Allied player the options are somewhat less complicated: attack, attack, and attack. The scenario only last ten turns and speed is vitally important. Whether the German player decides to focus his defense along the Metauro or the Foglia, the Allied player must set out to destroy the enemy as quickly as possible.
Huge numbers of equipment are available for the task of breaking up the German defenses. These include over 3,000 infantry squads, 2,000 artillery pieces, and 2,000 armored vehicles (tanks and reconnaissance vehicles). Losses are of little importance as long as the front lines are moving northward in a brisk manner.
RESULTS
Given two evenly matched opponents, the scenario will probably be determined in the environs of the Conca River Valley. 24 key victory points are up for grabs in the general vicinity for the Conca, including the towns of Gabicce Mare, Cattollica, Misano Adriatic, Riccione, Croce, Gemmano, and Coriano. Historically the towns of Gemmano, Croce, and Coriano saw the most bitter fighting of the battle as the Germans fought to the death to protect the approaches to Rimini.
SIBERIAN HEAT CONCLUSIONS
Overall I like this small scenario and with a few air tweaks it should be a fun one to play over and over.
JLBETIN CONCLUSIONS
This game is a good introduction for newbies, as it helps to learn the map analysis, the correct placement of units, the management of round in each turn.
In this version 1.0 it is nearby impossible for the allies to get something better than a Draw especially if you face a skilled player, but the victory value could change dramaticaly (see the AAR trend curves and turn by turn analysis in the comparative AAR).
LAPALICE CONCLUSIONS
To be added soon
SCENARIO EVOLUTION INTRODUCED IN VERSION 1.2
-------------------------------------------------
Chuck have followed both challenges, turn by turn, and made some changes in the scenario.
1st) remove the heavy bombers and replace them with spitfire and mosquitos.
2nd) to give more chances to the Allies player he has redeployed some VP location and values