Update to version 1.33
• Complete new naval system with every ship broken down to single guns/batteries
Example: The Brooklyn:
• New House Rule: Allied Navy is now unavailable for fire support during the stormy weather from turn 10 to 22 and on later bad weather turns.
I wished i could have solved that with an event setting the navy's formation orders to delay, static or sth else except garrison, but it doesn't work. So i had to settle with the house rule..
• Changed air shock on storm turns to 25
Airshock 50% simply was too less.
• New House Rule that enforces the Germans to defend/garrison the area east of the Mussolini Canal around Littoria and obliges the Allies to maintain a garrison if the area has been occupied.
An Allied crossing of the Mussolini Canal should be a seldom occurence as the terrain east of it contains no victory points. The only purpose to do this could be to outflank German blocking positions on the drive to Cisterna. Interestingly in both playtests the crossing took place, but proved to be unnecessary as the directly approaching forces were faster and the German resistance crumbled faster than expected.
For the Allies: The Mussolini Canal can be held with minimal forces by just guarding/occupying the bridges (while a mobile reserve is always a good idea). More forces will have to be committed in the case of a crossing. To fully understand what i'm writing about, below is a screenshot of the southern part of the respective area, Cisterna is just a few hexes north of Isola Bella on the upper edge of the screenshot.
• Fixed the German supply radius events (delay values were messed up)
• Changed German supply level slightly. It starts at 12 now and increases slowly to 18.
• Added two supply points to the southeastern map edge
• Added village Norma (37/47) on the southern slopes of Monte Arrestino, other minor map tweaks
• Attrition Divider set to 12
I believe this was necessary. Playtests revealed the battle to be ultimatively bloody. Not that Anzio wasn't bloody and costly for both sides, but in the playtests both sides' losses seemed to be way too high, mostly due to the vast amount of artillery deployed by both sides. As historically.. Still, artillery is king at Anzio, but it has been tweaked more towards reality.
• Corrected Peter Beach events (removed event double)
• Revisited (again) some TO&Es, mainly US Inf Bn and Regt HQs (added more transport), 114.Jäger Div and 4.FJ Div. Added two engineer companies to 4.FJ Div.
• Updated the briefing
The next major update will be setting up a PO for both sides. I think this will be quite some work and might take a lot of time, testing and adjusting.
I also have been thinking about an overhaul of the German reinforcement TOs, making KG von Behr accessable from the beginning (without the current range/occupation trigger) and give the Germans also the option to abandon the idea of an Allied landing on the northern side of the Tiber estuary. Then forces that have been guarding this area historically would be free to move to the beachhead. Roughly a strenghtened regimental sized force of different composition depending on the date.
There was also a road connection from Valmontone to the Littoria region in the discussion to give the Germans the possibility to reinforce the Littoria/Pontine Marshes region once Cisterna has fallen and direct communications with the main body of the German forces are no more possible (just look at the Map in my photoalbum). This would also add to more game depth as mounting an offensive into the Allied flank from there would be possible.
There are two possibilities to set this up.
a) an artificial quasi off-map road
b) expanding the complete map to the east
Though it looks ugly the first solution is the only practical one. The second solution would require to expand the map at least 20 hexes to east.
Over and out..:salute:
• Complete new naval system with every ship broken down to single guns/batteries
Example: The Brooklyn:
• New House Rule: Allied Navy is now unavailable for fire support during the stormy weather from turn 10 to 22 and on later bad weather turns.
I wished i could have solved that with an event setting the navy's formation orders to delay, static or sth else except garrison, but it doesn't work. So i had to settle with the house rule..
• Changed air shock on storm turns to 25
Airshock 50% simply was too less.
• New House Rule that enforces the Germans to defend/garrison the area east of the Mussolini Canal around Littoria and obliges the Allies to maintain a garrison if the area has been occupied.
An Allied crossing of the Mussolini Canal should be a seldom occurence as the terrain east of it contains no victory points. The only purpose to do this could be to outflank German blocking positions on the drive to Cisterna. Interestingly in both playtests the crossing took place, but proved to be unnecessary as the directly approaching forces were faster and the German resistance crumbled faster than expected.
For the Allies: The Mussolini Canal can be held with minimal forces by just guarding/occupying the bridges (while a mobile reserve is always a good idea). More forces will have to be committed in the case of a crossing. To fully understand what i'm writing about, below is a screenshot of the southern part of the respective area, Cisterna is just a few hexes north of Isola Bella on the upper edge of the screenshot.
• Fixed the German supply radius events (delay values were messed up)
• Changed German supply level slightly. It starts at 12 now and increases slowly to 18.
• Added two supply points to the southeastern map edge
• Added village Norma (37/47) on the southern slopes of Monte Arrestino, other minor map tweaks
• Attrition Divider set to 12
I believe this was necessary. Playtests revealed the battle to be ultimatively bloody. Not that Anzio wasn't bloody and costly for both sides, but in the playtests both sides' losses seemed to be way too high, mostly due to the vast amount of artillery deployed by both sides. As historically.. Still, artillery is king at Anzio, but it has been tweaked more towards reality.
• Corrected Peter Beach events (removed event double)
• Revisited (again) some TO&Es, mainly US Inf Bn and Regt HQs (added more transport), 114.Jäger Div and 4.FJ Div. Added two engineer companies to 4.FJ Div.
• Updated the briefing
The next major update will be setting up a PO for both sides. I think this will be quite some work and might take a lot of time, testing and adjusting.
I also have been thinking about an overhaul of the German reinforcement TOs, making KG von Behr accessable from the beginning (without the current range/occupation trigger) and give the Germans also the option to abandon the idea of an Allied landing on the northern side of the Tiber estuary. Then forces that have been guarding this area historically would be free to move to the beachhead. Roughly a strenghtened regimental sized force of different composition depending on the date.
There was also a road connection from Valmontone to the Littoria region in the discussion to give the Germans the possibility to reinforce the Littoria/Pontine Marshes region once Cisterna has fallen and direct communications with the main body of the German forces are no more possible (just look at the Map in my photoalbum). This would also add to more game depth as mounting an offensive into the Allied flank from there would be possible.
There are two possibilities to set this up.
a) an artificial quasi off-map road
b) expanding the complete map to the east
Though it looks ugly the first solution is the only practical one. The second solution would require to expand the map at least 20 hexes to east.
Over and out..:salute:
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