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View Full Version : D-Day: Omaha Beach PLAYTESTER WANTED


Kraut
29 Jan 04, 06:17
I've finished my first CMAK scenario and are looking for 1-3 ppl who are willing to playtest this MOAO (Mother Of All Operations :D ) because this operation is not just large, it's really really very extra huge ;) This operations lasts 20 battles, each 15 turns fixed. Map size: 4km x 2km. Total Allied points: 27.500, Axis points: 13.500.

This might sound unplayable but most Axis points are fortifications and if the scenario plays out as intended many allied units will be destroyed at the beach/panic/taking cover/beeing pinned and unable to move..., so my hope is that not to many units have to be given orders every turn.

This scenario tries to resemble the battle at Omaha beach, sector Charlie up to Easy Green, you are in command of the 116th RCT (Regimental Combat Team), tasked with clearing the beaches to allow the heavy equipment already on its way to safely land at Omaha beach. This map is as close to the real Omaha Beach 1944 as I could make it with CMAK, every hedgerow, every tree, field, buildingt is were it's supposed to be, the fortifications, firetrenches and weaponpits are set up as they were in June 1944 (using some original asault maps for Omaha beach were even single MG positions is marked). I was only limited by CMAKs restrictions of max. 1000 units per player so some minor inaccuracies were unavoidable :)

There are some houserules for this scenario:

Both Players: NO unit may be moved during the setup phases !!! These battles are supposed to take place continuously, so if you want a unit to go from A to B you have to actually move this unit across the battlefield instead of teleporting it to it's destination during the setup.

Allied player: the invasion started 6.30 in the morning at low water but the tide began to rise and by 10.00 (battle 15) the beach was flooded up to the shingle. There are markings on the beach to show you were the tide is at a given battle and you are forbidden from moving units behind that line 'into the water'. All arriving reinforcements have to be setup along this line in a 20m deep corridor (similar to the battle1 setup zones)

OK, I am looking for one player to play the allies against me (1 turn/day would be optimal), and if more players are interested in helping me playtesting this scenario... you are welcome :love:

KG_Norad
04 Feb 04, 22:36
Hama hama hama :love: Please post this is the scenario archive when you are done!!! I can not play one turn a day maybe 1-3 a week :cry: most likely only one if it is as big as you say so I won't volunteer. It sounds like alot of fun though!

Michael "NORAD"

KG_AGCent
05 Feb 04, 11:14
I think there are a few of our members that would just love to play test an operation of this sort. Please let me know if you would allow us to do so for you.

KG_Werfer
10 Feb 04, 18:10
The allies are getting very bored on the beaches at Omaha, not a word or a turn from the german commander for 4 days. Did the germans surrender Kraut? :cheeky:

KG_Kharkov
09 Apr 04, 17:03
So what is the status of the playtest? Will we see this on The Scenario Depot site at some point? Sounds great.

KG_Werfer
10 Apr 04, 02:14
So what is the status of the playtest? Will we see this on The Scenario Depot site at some point? Sounds great.

Hopefully so Kharkov, this scenario is very,very large and looks like it could be very intersting from the last turn that recieved from the designer Kraut, unfortunately have not heard from him since 2/5 :(

Kraut
15 Aug 04, 12:34
sorry for completely dissapearing but I simply didn't had the time to really playtest this scenario and somehow managed to always push doing my turn down the line, from day to day, until I finally forgot it completely :(

Now that I stumbled upon it again I decided to finally get this going again and am looking for playtesters to test this for me and only provide feedback to me how things are turning out, so that I can tweak the scenario, add a briefing and upload it to a scenario site :)

I am also loking for playtesters at the battlefront site http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=30&t=002649 so if anybody is still interested in playtesting (now without me involved, so no further delays :D ), please contact me or reply in one of the posts.

Kraut
15 Aug 04, 14:00
I have posted the scenario at The Proving Ground (Omaha Beach (http://www.the-proving-grounds.com/scenario_details_link.html?sku=502) ), you can download it there, if you want to give it a try. If you do, please provide feedback to me, thanx :)

Kraut
19 Aug 04, 15:32
V 1.1 posted, same link as above.

Changes:

- most german squads set to veteran (reason: the 352d infantry division defending Omaha was a veteran division from the Ostfront and was deployed just recently to this sector)
- german pillboxes changed from crack to veteran (reason: they were to strong as crack)
- all allied squads are now loaded with the max. possible amount of ammo
- all allied officiers have now at least a +1 moral to help the allies to get across the beach
- the initial allied wave now lands far further up the beach than in V1.0, it's now closer to the historical debark line
- the bluff west of Les Moulin is now on fire, just as it was historical. The fire was probably started by allied rockets and helped because it blocked the view of the defenders. (why is there no 'burning brush' tile in the editor? Now I had to use grain to start the fire grrrr)
- some minor map changes (demolished two buildings and rearranged some barbwire).
- All german units should now be either in a foxhole or in a trench
- removed the german tanks and replaced them with AT-guns. Historically the germans had some bunkers with tank turrets but even dug in tanks with sand bags around them are far to easy to destroy in CM, the AT guns will last a little longer (I hope).
- german MGs got a little bit more of starting ammo
- ammunition resupply is now set to: axis: adequate, allies: sparse
- new house rule: the german Nebelwerfer is only allowed to fire two salvos during the entire game (thats two times 36 rockets) There was a german Nebelwerfer battery in range of Omaha beach but I have no data whether they firead at all or if they fired, how much ammunition was available. So, until I get any new intel I will limit their usage. The 105mm is still free to fire whenever munition is available.
- new house rule: all allied reinforcements have to enter before the hedgehogs. reason: the task of the first assault wave was to blow a breach through the obstacles but the german fire made this almost impossible, and were they succeeded they were often unable to mark the breach, making it useless once the tide raised.