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Telumar

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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:
 
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Telumar

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Update to version 1.55

Still haven't set up a PO, but other major changes:

  • Added road connection Valmontone – Littoria (~80 kms), hexes are partially distant and out of Allied bomber range

  • Peter Beach supply unit's icon colour changed to brown to distinguish it from the other two supply points.

  • Allied Movement Bias set to 235

  • German Movement Bias set to 230

  • Later arriving 4.FJ Div units are now available earlier by TO. They should build up their supply, readiness and strength first however (i know sometimes one has no choice). They are positioned on the northern map edge, just east of Rome.

  • Removed the german Semovente unit from Aprilia. It was not there on D-Day, now it is positioned at Lariano.

  • Added artificial "Observer" units adjacent to beach supply hexes to give the Germans a realistic chance of bombing/shelling supply unloadings (“active interdiction”). Observer units have naval equipment and the guerilla icon and are thus invisible and able to swim and to draw naval supply. Further they are located in a distant hex to avoid gamey shelling and are inside a restriction zone to prevent direct naval attacks. They are set to garrison mode. Allied shipping can pass by in the adjacent hexes without harm to any side.

  • Added allied replacement units for destroyed beach supply units. These will appear one turn after their respective beach's supply unit is destroyed. There are enough sea transport points available for this one turn. Do not forget!

  • s.PzJ Abt 525 (Nashorns) arrives now on turn 8, only the 3rd Company arrives late on turn 47

  • Added one VI Corps Boats unit

  • The yet missing 68th CA AAA Regt (-) has been added to the Allied OOB. It arrives on turn 22 at Anzio. The 90mm AA Guns of the Regiment have an AA range of 3, which in my opinion adds to more realism, and are placed around Anzio/Nettuno and X-Ray Beach in garrison status to offer an AA protection screen. The second Bn (40mm) is free for use.

  • II/276 Gren Regt (94.ID) will come in as an additional reinforcement when the Allies occuppy/attack certain places in the Pontine Marshes. It enters the scenario on the off-map road so that it can be send anywhere the German player wishes.

  • Adjusted aircraft ranges to prevent bombing Observer units and distant hexes on the bypass road:

    -Wellington
    -Beaufighter (late)
    -Boston
    -B17 (late)
    -B24 (early)
    -B25 Mitchell (early)
    -B26 Marauder (early)
    -B26 Marauder (late)
    -P38 Lightning (early)
    -P40 (late)
    -P47 Thunderbolt (early)
    -P51B Mustang
    -Mustang A36-6​

  • German airshock 105/Allied airshock 95 on afternoon turns (except storm turns) due to German tactics. The Germans executed their air raids at dusk when Allied fighters were returning to their 100 mile distant bases as they needed daylight to land. When Nettuno airfield becomes operational this bonus for the Germans will be removed. Historically the Allies positioned the 307th Squadron on that airfield after allied engineers had renovated it.

  • Nettuno Airfield operational on turn 42 (Feb, 1st as historically). An “airfield” unit will appear at turn 41 with some construction engineers and 0/1 “airfields”. The “airfield” equipment is actually a modified aircraft carrier (combat values zeroed) and can base one air unit. The equipment will be filled up on turn 42 after 7 “airfields” will have been dumped into the replacement pool the previous turn as otherwise it would not have been possible to deploy the unit on a land hex. This setup also allows the Germans to render the airfield unusable (when the unit is destroyed).

  • When Nettuno airfield is destroyed the Allied player must move his air unit back to the regular airfields.

  • To enable Allied fighter aircraft to land at Nettuno airfield the following planes have been designated ‘naval aircraft’:

    -Spitfire V
    -Spitfire IX
    -Beaufighter (late)
    -P-38 (early)
    -P-40 (late)
    -P-47 (early)
    -P-51B
    -Mustang A36.A

  • Kampfgruppe von Behr (former ‘von Bohr’, just renamed for accuracy) is now available from turn 3 on without an additional trigger. Selecting the TO will cost 25 VPs, the Kampfgruppe will appear two turns later at Rome. The Kampfgruppe will be withdrawn on turn 21 (pre-dawn, January 27th) to 10th Army front.

  • The following allied equipment will arrive in small disband units on hex 16/60 (directly south of Anzio at the map edge):


    -Motorcycle Squad
    -Enfield Rifle Squad + Bren
    -US Ranger Squad + BAR (very few)
    -US Para Squad + LMG (very few)
    -Recon Rifle Team (very few)
    -Recon SMG Team (very few)
    -Vicker’s .303 WC MG (very few)
    -Guns (occasionally, few): 25 pdr., 4.5 in, 5.5 in, 75mm M1, 105mm, 155mm, 155mm Long Tom
    -Quad AAMG (very few)
    -Halftrack Quad AAMG (very few)
    -M15 MGMC (very few)
    -40mm AA Gun (very few)
    -90mm AA gun (r) (very few)
    -Humber Scout
    -Daimler II (very few)
    -M8 Greyhound
    -M20 Armored Car
    -M8 HMC
    -M10 TD
    -M5 Stuart
    -M4/75 Sherman

    likewise the same with this german equipment on hex 30/0 (northern map edge):

    -Recon Rifle Team (very few)
    -Engineer Squad
    -Ferry-Bridging Team (very few)
    -Medium MG
    -50mm AT Gun (very few)
    -75mm AT Gun
    -s.MG
    -Guns (very few): 7,5 cm leIG 18; 7,5 cm Leichtgeschütz 40; 10,5 cm leFH 18; 15 cm sFH 18; 81mm Mortar; 12 cm GrW 42
    -Wespe SP Gun (very few)
    -15 cm Nebelwerfer (very few)
    -20mm AA Gun
    -37mm AA Gun
    -88mm Dual Purpose Gun
    -SdKfz 10/4 (very few)
    -SdKfz 250/1 (very few)
    -SdKfz 251/1 (very few)
    -Marder II/III (very few)
    -Nashorn (very few)
    -PzKpfw IIIL (very few)
    -PzKpfw IIIN (very few)
    -PzKpfw IVH (very few)
    -PzKpfw V Panther D (very few)
    -StuG IIIG (very few)

    -Planes (very few, auto disband): Ju-88 (late), Do-217, FW-190G

    Only the German planes are disbanded by an event, they never appear on the map. The other units show up on the map to let the players have a look at their replacements. There is no house rule wether they must be disbanded immediately or not – the players are the quartermasters regarding this equipment.​

  • Revisited German Pionier units’ TO&Es. The units are now more accurately represented and slightly more powerfull, especially motorized and armoured elements.

  • Added Eisenbahn Batterie 701 with two 210mm railway guns. All sources stated there were two 21cm RR Guns at Anzio, but none says anything about arrival dates or unit designation. From internet sources (Lexikon der Wehrmacht, Axis History Forums) it seems that Eisenbahn-Batterie 701 was the only unit throughout the war operating these two guns, by the way the only pieces built.

  • There’s a chance for I/JG 53 to be released any time during the scenario.

  • Terrain changes: Removed ‘badlands’ from bridge hexes. Some terrain changes in the Colli Lepini.
 

Veers

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Re: Update to version 1.55

Still haven't set up a PO, but other major changes:

  • Added road connection Valmontone – Littoria (~80 kms), hexes are partially distant and out of Allied bomber range

  • Peter Beach supply unit's icon colour changed to brown to distinguish it from the other two supply points.

  • Allied Movement Bias set to 235

  • German Movement Bias set to 230

  • Later arriving 4.FJ Div units are now available earlier by TO. They should build up their supply, readiness and strength first however (i know sometimes one has no choice). They are positioned on the northern map edge, just east of Rome.

  • Removed the german Semovente unit from Aprilia. It was not there on D-Day, now it is positioned at Lariano.

  • Added artificial "Observer" units adjacent to beach supply hexes to give the Germans a realistic chance of bombing/shelling supply unloadings (“active interdiction”). Observer units have naval equipment and the guerilla icon and are thus invisible and able to swim and to draw naval supply. Further they are located in a distant hex to avoid gamey shelling and are inside a restriction zone to prevent direct naval attacks. They are set to garrison mode. Allied shipping can pass by in the adjacent hexes without harm to any side.

  • Added allied replacement units for destroyed beach supply units. These will appear one turn after their respective beach's supply unit is destroyed. There are enough sea transport points available for this one turn. Do not forget!

  • s.PzJ Abt 525 (Nashorns) arrives now on turn 8, only the 3rd Company arrives late on turn 47

  • Added one VI Corps Boats unit

  • The yet missing 68th CA AAA Regt (-) has been added to the Allied OOB. It arrives on turn 22 at Anzio. The 90mm AA Guns of the Regiment have an AA range of 3, which in my opinion adds to more realism, and are placed around Anzio/Nettuno and X-Ray Beach in garrison status to offer an AA protection screen. The second Bn (40mm) is free for use.

  • II/276 Gren Regt (94.ID) will come in as an additional reinforcement when the Allies occuppy/attack certain places in the Pontine Marshes. It enters the scenario on the off-map road so that it can be send anywhere the German player wishes.

  • Adjusted aircraft ranges to prevent bombing Observer units and distant hexes on the bypass road:

    -Wellington
    -Beaufighter (late)
    -Boston
    -B17 (late)
    -B24 (early)
    -B25 Mitchell (early)
    -B26 Marauder (early)
    -B26 Marauder (late)
    -P38 Lightning (early)
    -P40 (late)
    -P47 Thunderbolt (early)
    -P51B Mustang
    -Mustang A36-6​

  • German airshock 105/Allied airshock 95 on afternoon turns (except storm turns) due to German tactics. The Germans executed their air raids at dusk when Allied fighters were returning to their 100 mile distant bases as they needed daylight to land. When Nettuno airfield becomes operational this bonus for the Germans will be removed. Historically the Allies positioned the 307th Squadron on that airfield after allied engineers had renovated it.

  • Nettuno Airfield operational on turn 42 (Feb, 1st as historically). An “airfield” unit will appear at turn 41 with some construction engineers and 0/1 “airfields”. The “airfield” equipment is actually a modified aircraft carrier (combat values zeroed) and can base one air unit. The equipment will be filled up on turn 42 after 7 “airfields” will have been dumped into the replacement pool the previous turn as otherwise it would not have been possible to deploy the unit on a land hex. This setup also allows the Germans to render the airfield unusable (when the unit is destroyed).

  • When Nettuno airfield is destroyed the Allied player must move his air unit back to the regular airfields.

  • To enable Allied fighter aircraft to land at Nettuno airfield the following planes have been designated ‘naval aircraft’:

    -Spitfire V
    -Spitfire IX
    -Beaufighter (late)
    -P-38 (early)
    -P-40 (late)
    -P-47 (early)
    -P-51B
    -Mustang A36.A

  • Kampfgruppe von Behr (former ‘von Bohr’, just renamed for accuracy) is now available from turn 3 on without an additional trigger. Selecting the TO will cost 25 VPs, the Kampfgruppe will appear two turns later at Rome. The Kampfgruppe will be withdrawn on turn 21 (pre-dawn, January 27th) to 10th Army front.

  • The following allied equipment will arrive in small disband units on hex 16/60 (directly south of Anzio at the map edge):


    -Motorcycle Squad
    -Enfield Rifle Squad + Bren
    -US Ranger Squad + BAR (very few)
    -US Para Squad + LMG (very few)
    -Recon Rifle Team (very few)
    -Recon SMG Team (very few)
    -Vicker’s .303 WC MG (very few)
    -Guns (occasionally, few): 25 pdr., 4.5 in, 5.5 in, 75mm M1, 105mm, 155mm, 155mm Long Tom
    -Quad AAMG (very few)
    -Halftrack Quad AAMG (very few)
    -M15 MGMC (very few)
    -40mm AA Gun (very few)
    -90mm AA gun (r) (very few)
    -Humber Scout
    -Daimler II (very few)
    -M8 Greyhound
    -M20 Armored Car
    -M8 HMC
    -M10 TD
    -M5 Stuart
    -M4/75 Sherman

    likewise the same with this german equipment on hex 30/0 (northern map edge):

    -Recon Rifle Team (very few)
    -Engineer Squad
    -Ferry-Bridging Team (very few)
    -Medium MG
    -50mm AT Gun (very few)
    -75mm AT Gun
    -s.MG
    -Guns (very few): 7,5 cm leIG 18; 7,5 cm Leichtgeschütz 40; 10,5 cm leFH 18; 15 cm sFH 18; 81mm Mortar; 12 cm GrW 42
    -Wespe SP Gun (very few)
    -15 cm Nebelwerfer (very few)
    -20mm AA Gun
    -37mm AA Gun
    -88mm Dual Purpose Gun
    -SdKfz 10/4 (very few)
    -SdKfz 250/1 (very few)
    -SdKfz 251/1 (very few)
    -Marder II/III (very few)
    -Nashorn (very few)
    -PzKpfw IIIL (very few)
    -PzKpfw IIIN (very few)
    -PzKpfw IVH (very few)
    -PzKpfw V Panther D (very few)
    -StuG IIIG (very few)

    -Planes (very few, auto disband): Ju-88 (late), Do-217, FW-190G

    Only the German planes are disbanded by an event, they never appear on the map. The other units show up on the map to let the players have a look at their replacements. There is no house rule wether they must be disbanded immediately or not – the players are the quartermasters regarding this equipment.​

  • Revisited German Pionier units’ TO&Es. The units are now more accurately represented and slightly more powerfull, especially motorized and armoured elements.

  • Added Eisenbahn Batterie 701 with two 210mm railway guns. All sources stated there were two 21cm RR Guns at Anzio, but none says anything about arrival dates or unit designation. From internet sources (Lexikon der Wehrmacht, Axis History Forums) it seems that Eisenbahn-Batterie 701 was the only unit throughout the war operating these two guns, by the way the only pieces built.

  • There’s a chance for I/JG 53 to be released any time during the scenario.

  • Terrain changes: Removed ‘badlands’ from bridge hexes. Some terrain changes in the Colli Lepini.
Dude, you're awesome.
 

Telumar

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is this scenario available for download? it appears that it will be very interesting!
Not yet. We're in the process of extensive playtesting and have advanced to version 1.62 (which reminds me..i could post the changes here again) When the new patch is available i'll do a (hopefully) final update and will release it.

Edit: I've started an AAR from my game with Heldenkaiser here: http://forums.gamesquad.com/showthread.php?t=83928
 
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Telumar

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Version 1.62


  • Rearranged formation support levels. Divisional units are now on Army Support, Corps Artillery and other Corps troops with a few exceptions are still on Free Support. Thanks to Erik Nygaard for pointing me to this issue. Ground battles should now be less bloody and no more decided mainly by the amount of indirect fire support. Players should arrange their indirect fire support now more carefully. See also the appropriate section in 6.4. Design Comments.
  • Divided defence strength of all naval equipment except AA Guns by 3 to achieve more realistic results
  • 46 Royal Tank Regiment now arrives on turn 6 at Anzio. Re-read information revealed that it wasn’t able to land at Peter Beach on D-Day due to congestions.
  • Corrected a major bug with the weather engine managing the later storm turns. Thanks to Marc Custer.
  • Locations 9/44 and 11/47 changed to shallow water to prevent naval units from slipping through the Peter beach anchorage hexes into the ‘restricted zone’ with the purpose of increasing destroyers’ gun range.
  • Changed bridge hexes across the Incastro and Torto creeks from Minor River to Wadis to prevent theses bridges from being blown. Thus non-foot units will actually be able to cross at these places while the combat modifiers for wadi terrain greatly benefit defence. Note that this has been necessary due to a general shortcoming of the game engine that motorised units cannot dismount.
  • Reworked (increased) Allied Sudden Death chances.

  • Updated the briefing
 

Telumar

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Another update, probably the final one, provided there are no major bugs.



Version 1.81


  • Fixed some minor typing errors in event news strings
  • Deleted the HQ units from German Flak Abteilungen from the OOB. As these units most probably will be dispersed all over the map there is no real need for the HQ units in giving supply bonus and control and command functions and adds to prevent the map from being overfilled with HQ units.
  • New concept for opening turns regarding Allied historical advance limit. There are now two different ‘openings’: The ‘pattonesque’ opening which sees the 504th PRCT land near Aprilia and (most probably) an all out Allied attack. This still costs 100 VPs. And the historical opening which is designed for a possible limited Allied advance, but however must not necessarily lead to such a limitation. When the Allied player opts for bringing in the 504th PRCT by sea on turn 6, a set of shock events and related TOs will come into action designed to force the Allied player to resemble the historical cautiousness of the Allied advance until the first major offensive actions took place towards the end of January. Allied shock will fall to 80% on turn 3, rise to 90% on turn 13 and will be restored to 100% on turn 25 – if the Allied (or the German player) doesn’t influence these events by selecting one of the related TOs: On turn 2 the Allied player has the chance to remove the 80% shock at a cost of 45 VPs. This will also cancel the later 90% shock and all related TOs. The option is only available on turn 2. If the Allied player removes the shock, the German player will have a TO on turn 3 to restore the Allied shock to 80% at a cost of 40 VPs which will further re‐enable the later 90% shock event and related TOs. Like the Allied TO, the German TO is only available for one turn. The same game starts again on turn 12 when the Allied player will have the option to prevent the following 90% shock at a cost of 25 VPs while the German player will have the option to restore the 90% shock on the next turn with a 20 VPs penalty. Both options are again available for only one turn (turn 12 for the Allied player and turn 13 for the German player).
Certainly the players can agree upon the course of the action regarding the shock events before they start the game, but they also could leave it open.
This has been designed to force the Allied player to be more cautious in his early actions, similar to the historical course of events. Note that shock not only affects combat quality of units, but can also force formations to go into reorganisation which could leave some units in quite vulnerable positions to German counterattacks. Also note that the German player, if all four TOs are selected, gets out of this with 10 VPs ahead.
In each case (of the two openings) the Allied player will have to pay in VPs if he wants to use the initial German weakness in the opening turns to conduct offensive actions.

-> This might be a controversial feature i think. I have thought twice about wether to add it or not, but finally did. Let's wait what the audience thinks about it...

  • Locations east of the Mussolini Canal have been assigned victory points. These are:
Borgo Sabotino (35/54) 3 VPs
Borgo Piave (39/49) 4 VPs
Fogliano (45/57) 2 VPs
Borgo Grappa (45/58) 3 VPs
Sessano (38/45) 3 VPs
Bridge at Sessano (38/44) 5 VPs
Littoria (43/50) 10 VPs
Bridge at (41/41) 5 VPs
Bridge at (32/48) 5 VPs
->Total: 40 VPs

This is to make the German player more likely to seriously defend the area. The victory points have been taken away from the Rome area to ensure that there are still 1000 VPs on the map.
  • Fixed a problem with the 504th Para RCT theatre option not disappearing when it is not selected.
  • Fixed formation proficiencies. Some formations from both sides had 100% formation proficiency.
  • Added a variety of TOs for the German player for additional air reinforcements and withdrawals. See section ‘4.2.5 Luftwaffe Reinforcements and Withdrawals’. This has been worked out by Marc Custer. There are also a number of new airfields on the northern and eastern map edge.
  • Added 2.(F)/122 (Me 410 and Ju‐88) to the Luftwaffe OOB.
  • Changed II/KG 40, II/KG 100 and III/KG 100’s unit icons to naval bomber. These units now can only attack ships (as they did historically).
  • The He‐177s and Do‐217s which are equipped with guided bombs have now anti‐shipping capability. This will make them more effective against the Allied navy (provided they get through the fighter cover).
-> In former versions i felt reluctant to give them anti-shipping capability as i feared odd results too much in favour of the germans, but with the naval units set-up from version 1.33 it works very good.
  • The German player will now receive victory points for sinking Allied ships. The cruisers HMS Orion, HMS Spartan and USS Brooklyn are worth 10 VPs each. All other ships (destroyer class) are worth 5 VPs.
  • Initial Allied mobility has been (again) reduced. All turn 1 and 2 units are now stripped off all their transport assets except in cases when at least one piece of transport equipment is necessary to be able to move at all, i.e. with artillery units. Transport assets will be available on turn 3 when a large portion of transport is dumped into the equipment pool.
  • Slightly changed British TOEs. The MG companies’ mortars are now assigned to the brigade headquarters. Added two rifle squads to the MG companies.
  • Strengthened German airfield defences (more FlaK on off‐map airbases)
  • The TO “Release Kampfgruppe von Behr” is now only available until turn 12. In former versions the TO also didn’t disappear after the Kampfgruppe had been withdrawn. This has been fixed.
  • Added a rail repair unit to the German OOB.
  • The Germans now have a small rail transport capacity.
  • Units now reconstitute. Only Allied special troops like Rangers, Airbornes etc. do not. German ad‐hoc formations like i.e. ‘HG Alarm Bn’ do not reconstitute. Combat HQs and supply units of these formations do reconstitute however. ‘Kampfgruppe’ von Behr does not reconstitute at all as it leaves the theatre on turn 21.
  • Increased Allied and German Replacements, mainly infantry, MGs and transport vehicles
 
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Telumar

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I think after some bugfixing and cosmetic changes (already done) and making the 509th Para Bn available as a follow-up of the 504th Para Regt in the case of an airlanding it's done for the time being. Erik Nygaard and Marc Custer are playtesting the latest release, they are a steady source of new ideas, without them the scenario wouldn't be where it is now.
Future updates will come after the patch as i want to take advantage of some of the new features. But i will submit it to the usual download sites before. And it will be only human vs human.
 
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Veers

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I think after some bugfixing and cosmetic changes (already done) and making the 509th Para Bn available as a follow-up of the 504th Para Regt in the case of an airlanding it's done for the time being. Erik Nygaard and Marc Custer are playtesting the latest release, they are a steady source of new ideas, without them the scenario wouldn't be where it is now.
Future updates will come after the patch as i want to take advantage of some of the new features. But i will submit it to the usual download sites before. And it will be only human vs human.
Yes, well, they are both awesome. :D
 

Erik Nygaard

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I think after some bugfixing and cosmetic changes (already done) and making the 509th Para Bn available as a follow-up of the 504th Para Regt in the case of an airlanding it's done for the time being. Erik Nygaard and Marc Custer are playtesting the latest release, they are a steady source of new ideas, without them the scenario wouldn't be where it is now.
Future updates will come after the patch as i want to take advantage of some of the new features. But i will submit it to the usual download sites before. And it will be only human vs human.
With a scenario as interesting and challenging as Stefan's Anzio you do not mind restarting after the first 50 turns four or five times :)
 

Telumar

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Another update, currently being tested.

Version 1.95

  • New ‘turn 1’ setup. Only those units that are mentioned in 3.2.1 as free to move on turn 1 will start on the map. All units that are scheduled to land on turn 2 will arrive on turn 2 in the staging area. Previously all turn 1 and turn 2 units started in the staging area on turn 1 which had lead to some player confusion in earlier versions.

  • Reworked the 504th Para RCT events. With the allied opening shock it could happen that the formation went into reorganisation on turn 6 and could not be brought to the beachhead. Now the initial formation will be withdrawn if the air drop is cancelled and an identical second formation will appear on turns 6 and 7 at Anzio.

  • Reduced formation cooperation levels of the two allied naval formations to achieve a more realistic amount of defensive fire support.

  • Fixed an event bug with the II/NJG 6 theatre option

  • Adressed “Global Reorg” of the huge Allied air formations which sometimes went into reorganisation when one of their units took heavy losses when the formation’s other twenty (or so) units weren’t involved in the action at all. Broke down 64th Fighter Wing to the single Fighter Groups. This should have been made with the other Allied air formations, too. But as they are activated by TO this would have required four additional events per new formation which is not possible as there are not enough free event slots anymore. Therefore these formations had their formation proficiencies set to 100% which should help a bit at least.

  • Terrain changes: Ardea: The road from the Incastro crossing to Ardea has been put behind the Incastro Creek. The village Carroceto, southwest of Aprilia, has been given light urban terrain.

  • Added 3-6th Arm Inf Bn and A/16th Arm Eng Bn (1st Arm Div) to the Allied OOB

  • Added an exclusion zone (zone 1 which will be removed on turn 2) around 504th PRCT’s starting position to prevent a naval landing of the formation on turn 1. An air corridor has been left open for the optional airdrop on turn 1.

  • Added a new TO for the Allies: The 509th Para Bn can be brought in as a follow-up wave for the 504th PRCT on turn 2 at a cost of 30 VPs.

  • Airborne units now reconstitute.

  • Reduced armour values of the Tracked Bridge Carriers and Tracked Amphibious Transports in the beach supply units as they were almost unvulnerable to certain german aircraft and coastal artillery.

  • Allied air support TOs are now activated by TOs instead of ‘trigger units’. This freed up 10 event slots which could be usefull for future scenario upgrades.

  • Revisited House Rule 8: “Off-map road exits on the southeastern map edge must be guarded by both sides. The Allies must maintain a garrison of two first-line units per exit, the Germans one such unit (assuming they are on the defence). First-line units are units with mostly ‘active defender’ equipment: Infantry, tanks, engineers etc.”

  • Fixed a bug with a news string announcing the withdrawal of KG von Behr even if the TO had not been selected
 

Erik Nygaard

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Have you checked that there is a supply point present in the location where the Allied replacement units appear?
In teh last version these were gone and I am unable to disband these units and therefore lacking a number of replacements.
Erik
 

Telumar

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Have you checked that there is a supply point present in the location where the Allied replacement units appear?
In teh last version these were gone and I am unable to disband these units and therefore lacking a number of replacements.
Erik
Sorry for the inconvenience. The bug has been fixed.

I think 1.95 will be the release version (though i'm sure Marc and you have a thousand ideas..)

EDIT: though not mentioned i also did away with the coastal guns' garrison during the storm turns.
 
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Polynike

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DUmb ass question but can someone refresh my memory on what file goes into what folder when installing a scn? Take this one, where does the eqp file go?

Thanks, been away from TOAW too long!
 

Telumar

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DUmb ass question but can someone refresh my memory on what file goes into what folder when installing a scn? Take this one, where does the eqp file go?

Thanks, been away from TOAW too long!
The eqp file (and special graphics) goes into a folder named according to the scenario name in TOAW's graphics directory.

In this case (Anzio), the folder 'Anzio 1944' goes to (standard path) C:/Matrix Games/The Operational Art of War III/Graphics; the rest (sce, pdf and bmp files) go to a scenario directory of your choice.

Have fun with it.:cool:
 

Telumar

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With the arrival of the patch and after finishing a quite revealing game with Pionier from the German TOAW forums it was again time to work on the scenario.

First i must strongly recommend to play version 2.02 that comes with the patch with the old supply rules as the beach supply system doesn't work anymore under the new supply rules!


The current version is not publicly available. Those who are interested can contact me via PM or E-mail.

And here are the changes up to now:


Version 2.17 - Current version, still in work and testing

  • 4.FJ Division's formation proficiency set from 80 to 75, unit proficiencies from 75 to 70
  • Atrittion Divider set to 12
  • To further adjust to the 1 km scale: Readiness and supply cost for movement set to 40. Combat density penalty set to 200.
  • Fixed a bug that caused the re-occupation event for EEV locations to trigger when the German player took back such a location in the same turn he lost it to the Allied player.
  • Used the new supply level for supply points. Anzio is now 110%, X-Ray Beach 90% and Peter Beach 50%. The supply point for the Allied turn 1 airdrop is now 75%. In the same manner the 4.FJ Div now receives supply from a 25% supply point.
  • The theatre option for the early end will now appear already on turn 40 instead of 50.
  • Fixed a minor bug with the VP costs for those German Air TOs that use a loop (costs per (x) round(s))
  • 4.FJ Division TO comes now with a small VP penalty. This is 1 VP each 2 rounds for each TO until the historical arrival date of the formation. I have done this to prevent some sort of gamey use by players. It was fortunate to relese all formations already on turn 3 and bring them in better supply so that they can build up faster, no matter if one needed the units or not. I didn't want this, so I introduced this small VP penalty related to the time of activation. The earlier a TO is used the more the German player has to pay. Note that the FJR 10 option is the potentially most expensive TO as the loop will end on turn 30. As a compensation I added a reward for not using a TO. Any unused TO rewards the German player with 10 VPs.
  • Due to the new supply rules the 4.FJ Div is now positioned behind a major canal to block regular supply from the railline further south. The Division's unit receive their supply from a 25% supply point and are thus in the same supply level as under the old supply rules in scenario version 2.02. Upon activation, either historical or per TO, a ferry bridging unit is available for one round to lift the according formation across the canal.
  • Due to the new supply rules II: Beach supply had to be reworked. Under the new supply rules it's no more possible to trace supply over a broken bridge/supperriver in deep water. The broken bridge hex had to be made a land hex (modified arid terrain to look like deep water) and the supply units now start at turn 1 already in position. Replacement supply units will appear at the according beaches.
  • Added more infantry squads to both sides' replacement units.
  • 3. PzGren Division now enters the map in the Valmontone area as it was send from 10th Army's front.
  • 29. PzGren Division's infantry companies have now less infantry squads assigned (usually 6 of 9).
  • Some minor map changes
  • All German artillery formations, including the divisional battalions, have been set to 80% supply distribution effectivity to reflect ammunition shortages.
Version 2.02 (included in the 3.4 patch)

  • Converted to TOAW III v. 3.4. Further updates will follow to take full advantage of new features.
  • Revised US armored units TOEs. Substituted the M8 HMCs with Sherman M4 105s
  • Attrition Divider set to 14
Version 1.99

  • The early release of 4.FJ Division units is now only available if the Allied player selects the unhistorical 504th PRCT airdrop option.
  • After some experimenting: Attrition Divider set to 16 (earlier versions: 12), Maximum Rounds per Battle set to 4 (earlier versions: 6)
  • Fixed a serious bug with the Allied Air Support Options. The bug was caused by the split-up of 64th Fighter Wing in version 1.91
  • Terrain changes. Added the road Velletri – Nemi – Marino. Nemi and Marino are in hill terrain now.
  • Corrected some place names.
 
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