I don't have one of the Epsoms - a corrupted download, but there is also an early days version of Afwaterings Canal in a thread not far from here. Not sure if Chief is still working on the original one, but I am using the map and general 'situation' as a sandbox for testing my platoon Estab variant.
I hope to push 2-3 fun-but-made-up test cases/scenarios once I've seen how they play under the new patch. I've fiddled with sooo very many bits that some might need toning down once the underlying issues have been adjusted. Some other areas may need (IMO, and IMEstab) need further emphasising.
Tank clash - testing revised armour values, revised terrain values and the effect of crew values.
Bigger tank clash - Arm'd Bde vs Pz Rgt, with and without Gren (mot) Rgt
Longer version of Merdjayoun with campaign dates & thus a long dwell between phase 1 (capture of Merdjayoun et al and exit of forces North West) and phase 2 (loss of Merdjayoun and stabilisation of front at south). Huge exit points contribution to victory total forces the allied player to be very careful of holding too much back, but dwell allows it to stay on-map for a bit longer than the original attack took if things are taking too long.
Attack of 26th VGD into 110/28 - grew out of a test case for revised NW units and Bn Supply with tolerably realistic densities and OB. No overwhelming Pz movements through the captured positions, no huge commitment of forces into the rear areas, so non-historical but pretty 'fun' in a stretched to breaking point way :) - very low supply situation for the 26th - only "basic load" for the Division, no stockpiles. Victory requires exiting a large fraction of the force at Bastogne or eliminating the 110th within 5 days. Not tried it as the Allies at all though - that might be fun to try one day :)
Platoon Based version of Afwaterings - with different OOBs during building/testing of units - currently one 1944 Grenadier Bn, holding vs two British Inf Bn (less armour supports, but with supports across the canal by fires).
In each case it is highly apparent that where things happen, and when is the main determinant for success - a good plan that gets you close-in without heavy losses, and allows sufficient suppression to fight the initial battles on an equal footing while retaining firepower to defeat his reserves will ultimately succeed. Blowing away his front-line in the first attack but having no 'effort' left will usually lead to some costly days ahead...
A nice mix is perhaps the best - forcing him to choose to give up some positions he still holds, launch costly counter-attacks which you can throw back with heavy losses in the open, or to risk encirclement and supply problems.
< Message edited by Lieste -- 6/22/2011 2:41:39 AM >