JSS -> Full Battles in Italy Campaign Available Now (11/25/2005 7:48:33 PM)
You can get an advance copy of the 80 turn Mega-campaign for BII at Run5. The scenario files are available for free on the Run5 boards... here is a quick LINK.
The scenario starts with the Operation Husky invasion just getting under way. Invasion forces (day 1 & 2) are locked into their historical positions. Sicilian defenders are locked into their historical positions for the first two days. From that point on, for the next 2 1/2 months, the players are free to make their own decisions on how to proceed.
A first cut at a competent AI is included [:D]
Here is a quick recap of how the campaign plays:
=> Aside from the Opn Husky invasion forces and initial Sicily defense positions,
both sides are reasonably free to conduct the campaign within the scenario limits.
=> As noted above, an AI opponent is included. It has not been fully tested yet. Thru turn 5 it
appears to be working properly. Recommend playing verus German AI. Feedback and observations welcomed!
=> Key features of the campaign:
1. XXX (Br) Corps (HQs, 50 ID, & 51 ID) cannot invade the Italian mainland due to Overlord requirements. Same goes for II (US) Corps (HQs, 2 AD, 1 ID, & 9 ID) and a number of naval units. These units (along with Patton’s Seventh Army HQs) remain at Sicily… they remain available for island defense and any necessary mopping up operations.
2. Numerous landing options are available to the Allied player after the initial Husky forces land. This includes both around the island and onto the mainland. Palermo is critical for American follow on amphibious operations. Messina is important (but not invasion stopping) for the BC. Invasion of the mainland can take place very early but is likely to end in disaster. All plains/towns along the Italian mainland can be invasion landing sites.
3. Mainland defenders are in reserve until turn 36. Earliest time for full scale invasion is probably turn 35.
4. Active Axis units can freely move back and forth thru Messina starting turn 4. Initially two fallshirmjager regiments, XIV Pz Korps HQs, 16 Pz Div, and a Flak brigade are available to reinforce the Sicily island defense.
5. Attacking near Rome is likely to bring the II SS Pz Korps into action.
6. Invasion planning must be done in advance by the Allied player. Forces must be placed in Palermo, Messina, Catania, Syracuse, or the Tunisia/Malta ports on the turn prior to amphibious transports being available. Transports become available to the US forces on turn 25 and the BC on turn 27. Around turn 34 the sealift assets are concentrated and a large invasion force can be assembled (may take several turns of placing units in amphibious mode awaiting the invasion order).
7. While any plains hex can serve as an invasion site, there are a limited number of supply sources on the Italian mainland.
a. These supply sources can be used by the Allies from turn 25 on. The limited availability of these supply sources is one of two limiting features to the campaign…
b. The other limiting feature is the fact that there are only six supply units available to move to the Italian mainland (Fifth US Army HQs, US Provisional Corps, VI US Corps, Eighth BR Army HQs, XIII BR Corps, and X BR Corps). Half of these are subject to being lost during the Sicilian Campaign…if they are destroyed, they are not replaced!
8. There are a limited number of full replacements available to each side. Allied units have a significantly larger number of timed (auto-repair) replacements available than German units.
9. Around 1 September 1943 Italian supply drops off severely (approximate timing of historical Italian surrender).