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Europe 1944 Scenario available! Version 6.0

 
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Europe 1944 Scenario available! Version 6.0 - 7/1/2011 2:30:44 AM   
governato

 

Posts: 471
Joined: 5/6/2011
From: Seattle, WA
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The final version of Europe 1944 is available The latest version of the scenario and scenario description will always be available here, on the first post of this thread.



Map scale: 32 Km
Turn: 1 Week
Start Date: June 22nd, 1944
Scenario length: 46 turns from June 22nd to early May 1945. Additional 14 turns if the “Long Game” option is activated ( if the Allies fail to occupy the Ruhr region by April 1945).

Units scale: Mostly Corps, with additional Armored divisions and Heavy Panzers Battalions.


HERE IS THE PDF FILE WITH GAME DESCRIPTION:


HERE IS THE SCENARIO FILE

How to install: just place all files (pdf, scenario and image file) in the Scenarios subfolder of your choice.
The pdf file contains a detailed description of of the scenario.

(last update to v6.0 November 11th 2011)




Attachment (1)

< Message edited by governato -- 11/12/2011 4:50:23 AM >
Post #: 1
Europe 1944 Scenario design details - 8/11/2011 6:06:52 AM   
governato

 

Posts: 471
Joined: 5/6/2011
From: Seattle, WA
Status: offline
I am making good progress on a substantial rewrite for TOAW III of my
scenario Europe '44, covering the whole European theater from June 44 at
divisions/corps/weekly turns scale. The scenario takes advantage of a
few advanced TOAW features, namely:

- support squads in HQs to regulate the flow of reinforcement to
individual theaters. As an example if the Allies player choses to
implement Market Garden the HQ of Patton's Third Army is replaced
with a new one with 70% of its assigned support sqauds missing.
This has the effect of cutting supplies *just* to the Third Army,
effectively stopping its drive West until sufficient supply squads
come in as replacements, which usually takes a few weeks.

- Instead of having a Red Army infantry replacement rate proportional
to the guns and tanks output, manpower replacement rates for the Red
Army are linked to its advance West. As certain key locations are
conquered, then large cadre infantry units are disbanded, filling
the infantry replacement pool. This also has the desirable effect of
giving an incentive to the Axis player to defend Rumania and
Hungary, instead of rapidly withdrawing to the Reich.


These and other features are fairly transparent to the user and should make for
more realistic play.

This new version for TOAW III (3.4) is substantially more balanced
with more realistic infantry/AFV loss ratios (I upped the infantry AT
capabilities) and should be really fun to play without being a
'monster' scenario. I am currently doing a human vs human play test
before making a beta available to the community and asking or playtesters.
Here is a snapshot of the Eastern Front at the end of July.
I will post a detailed description of the Theater Options next week.







Attachment (2)

< Message edited by governato -- 8/11/2011 6:07:47 AM >

(in reply to governato)
Post #: 2
Europe 1944 Scenario Information I: Game details - 8/26/2011 4:37:33 PM   
governato

 

Posts: 471
Joined: 5/6/2011
From: Seattle, WA
Status: offline
Europe44 is almost ready! You can retrieve a pdf file with all the info regarding how to play it at this link:
http://dl.dropbox.com/u/1180829/Europe44v5.8.pdf

I will post the scenario file for playtesting in the next couple of days.

Comments are welcome. Send them to Fabio Governato: fabio.governato@gmail.com

------------------------------------------------------------------------------------------

Europe 44: The Last Year of WWII

V5.0 (Aug 2011) for TOAWIII v3.4

by F.Governato (Fabio.governato@gmail.com)



Historical Notes: June 44 marked a turning point for the War in the European Theater. The opening of the long awaited second front and the start of the Operation Bagration on June 22nd (3rd anniversary of the Axis attack to the Soviet Union) spelled the beginning of the end for the short lived Thousand Years Reich. About 10 million men, 20 thousand planes and tanks would fight over an area that spans from Italy to the North of Finland and from Normandy to Romania. The fight lasted almost another year with the unconditional surrender of the Axis powers to the Allied forces after the disastrous defeats in Russia and Normandy, but also after several failed Allies offensives that had the potential to end the war well before the Winter of 1944. The many operational choices available to the players makes this historical campaign an almost ideal scenario for The Operational Art of War. What if the Western Allies had focused on the Italy campaign rather than invading southern France? What if they had landed in Greece, or the Balkans? What if Hitler had ordered an earlier retreat from Norway, Italy and the Balkans, freeing almost half a million fresh and experienced troops? What if the Ardennes Offensive had been only a limited (and far less costly) operation aimed at regaining the line of the Siegfried Wall? What if the Luftwaffe had tried a decisive operation to cripple Allied air forces based in Europe? As a last and very hypothetical scenario possibility what if Germany had started mass production of the revolutionary tanks, jet fighters and electric U-boats in time to stall the Allies before the conquest of Berlin and the Industrial Rhine/Ruhr region?




The emphasis of this scenario is on playability and operational choices rather than on details at the tactical level. The number of units has been kept to a relatively small
number for a scenario of this size (about 500 per side). Individual Armored divisions and heavy SS tank battalions have been maintained as separate units. This version of Europe44 includes several of the design improvements made possible by the upgrade to TOAWIII v3.4 and takes advantage of the flexibility allowed by support squads to model the flow of supplies to different theaters. It also models much better the crippling effects of Winter weather on supply and air operations (this was inspired by the game Great War in The East by Matrix, where weather plays a major role). The scenario has several Theater Options. Some are available for a limited amount of turns, most of them offer unique opportunities to the players, but often come with some downsides associated with diverting resources from one theater to another. For example Operation Anvil (the Allies landing in Southern France) permanently cuts supplies to the Italian theater. Players are advised to read these short notes and still be ready for some surprises. A small number of house rules are recommended.


Here it is the right place to give full acknowledgments To Trey Marshall (for some of the OOB) and Ulver Nielsen for the Map of Europe. I eventually modified both of them based on additional historical sources and my understanding of some regions (mostly Northern Italy and Normandy). They provided an extremely valuable starting point for this scenario. A few places of historical importance have been included across the map. They have no impact on the game itself, but they are there to remind us of some of the reasons why a war that cost almost 20 millions human lives was fought.

Scenario Design:

This scenario uses the old supply rules option.

Map scale: 32Km
Turn = 1 Week
Scenario length: 46 turns from June 22nd to early .May 1945. Additional 14 turns if the
“Long Game” option is activated. (by the allies failing to occupy the Ruhr region by April 45).

Units: From Army (mostly Red Army) to battalion scale.
Units Color backgrounds: US units: green
UK and Canada: brown
Italy & New Zealand: yellow.
Red Army: red
Romania: brown
Bulgaria and Yugoslavia Partisans: green
Germany: different shades of gray, blue (Luftwaffe) and black
Finnish: white

Unit Organizations: Armies and Corps for US, UK and Axis. Army Groups for the Red Army . Different shades of the main color mark different Armies, SS Corps and Red Army Fronts. Fronts and Axis Satellites have very limited cooperation, with better cooperation between US or UK Armies and even better one between German Forces. Air Forces have usually fair or good cooperation levels.




Game details:

Unit Cooperation: in TOAWIII combat penalties for non cooperating units (UK and US, German and satellites, different Soviet Fronts) are harsh. The players should use the attack planning.
screen often.

Shock Bonuses have intentionally been kept to a minimum. Other solutions were used to give non permanent advantages/disadvantages to individual Armies. However, the Allies player gets a small Shock bonus for the first two turns, mainly to make more likely that he gets enough combat phases at the opening of Operation Bagration. The Axis player gets a similar bonus if the “Ardennes Offensive” is activated

Weather: winter is harsh in North and Eastern Europe, and the weather is often bad over England. Several cold fronts will occur starting in Octobeer, (after turn 20) severely affecting air operations, recon and supply level for the Allies. These effects will gradually wane by February.


Supply and Replacements rates The Allied Player will receive additional static supply units or supply points when major ports on the western theater are captured, namely:

Brest (19,29)
Antwerp (40,36)
Le Havre (29,34)
Cherbourg (26,32)
Pola (44,65)
Sibenek (46,71)
Marseille (23,57)

Some supply points are subject to a probability check and delays and deliver less than the full supply rate (as of TOAWIII) The Red army will receive additional supply units timed with historical offensives to simulate the increasing efficiency of their supply distribution network. Both sides receive a few Railroad Repair units. Extensive usage of Support Units has been made. This will affect individual armies resupply rates. Axis HQs have low replacement rates for support Squads so keep them away from the front lines. Axis Armies in Normandy have low resupply rates to simulate the breakdown of supply lines due to Air interdiction. Axis supply, replacements and rail capabilities will improve during Winter, with the slowing down of the Allies Strategic bombing campaign. Axis Supply and replacements will decrease with the capture of the following objectives:


Ruhr (47,39) Repl. –30%
Breslau (63,52) Repl. –20%
Munich (46,53) Repl. –20%
Milan (36,57) Repl. –5%
Budapest (60,63) Repl . –5%
Ploesti (73,77) Supply –3%
Hungarian Oil Fields (56,66) Supply –2%
Oslo (72,21) Supply -2%

Allies supply will improve with the capture of Danzig and Antwerp

Danzig Allies +2% supply (German major sub base)
Antwerp Allies supply point when captured.

Rail, Sea and Airlift rates: Axis Rail capabilities will slowly decrease during '44, will resume during the winter and finally plunge in 1945. The Allies player has airlift capability for one airborne division/turn (higher while the Market Garden TO is activated).



Strategic Bombing: The Allied player has his strategic bombers available for carpet bombing during the first few turns. Use them to break out of Normandy. The effect of the strategic bombing of Germany is reflected by decreasing supply and replacement rates and by guerrilla and refugees events that will slow down movement and destroy railway hexes. At the beginning of the game many bridges in France start as destroyed, making impossible to reach the Normandy front by rail.





Theater Options:

All theater option reflect choices that both historically faced the allies and the Axis forces. Most of them come with some some drawbacks, usually in terms of reduced supplies to individual Armies. The Axis player should carefully decide how to employ his TOs. While the Axis has the capability to start a major offensive during winter 44, it might be a costly idea.




Allied Player

Airborne Operation (Market Garden) : gives airlift for three airborne divisions for one turn. It also significantly decreases supplies for US Third Army for about a month. This option will disappear in late Summer 1944 (turn 20). The Allied player as about 1 division/turn airlift capability during most other turns. The Red Army did not carry any airborne operation after 1943, but it certainly could have.

Anvil: gives a large, one turn sealift boost. However, 5US Army and UK 8th
army supplies will be permanently cut by about 25%. This option disappears in Fall 1944. The Allied as a small sealift capability during the other turns.

Carpet Bombing: This TO appears in late Summer an has no downside. It gives 8th Bomber Command (about 1500 bombers) to the allied player for one turn. The units appear north of London. Historically they were used for a ( fairly unsuccessful) carpet bombing in the Aachen area.

Red Army Winter Offensive : This TO also provides additional Infantry Squads for the Red Army, so make sure you activate it. It has no downside. The Red Army has 4 powerful heavy artillery units (marked by the Hvy Art. Symbol, an heavy squared dot at the center)
When the Winter Offensive is activated (the Vistula—Oder Campaign started on January 15th 1945) a replacement unit is disbanded, allowing new rocket tubes to be issued to these units. They are useful to ‘undig’ fortified units, so use them in the first round of a turn.


Axis Player


“Ardennes Offensive” This TO has no downside. It appears in late November and disappears in early January. The Axis player receives an extra supply/ferry/rail repair unit, additional replacements and small supply and shock bonuses for a few turns, starting three turns after the TO has been activated. The supply unit will eventually be withdrawn. Given the assigned priorities, it is likely that replacements will bring SS Panzer divisions up to full strength . This TO represents the winter Offensive in the Ardennes. (code named Watch am Rhein), it will disappear by turn 32.


“Eastern Front Offensive” This TO appears in late January and has no downsides for the Axis player. The Axis player receives a supply unit. The 3SS Totenkopf and SS Viking divisions are withdrawn and reappear shortly after at full strength as IVSS PZ Corps. The supply unit will eventually be withdrawn. This TO represents the late winter Offensive in Hungary and will disappear as Spring comes (turn 37).

“ Operation Baseplate “ This TO appears in January. The Axis player receives a 150% Air Shock bonus for one turn. Historically, the Luftwaffe attacked Allied airfields in France
destroying almost 150 planes, but at a (too) great cost in trained pilots. The Allied quickly recovered from their losses.






< Message edited by governato -- 9/15/2011 4:53:33 AM >

(in reply to governato)
Post #: 3
RE: Europe 1944 Scenario Information II: Game hints & ... - 8/26/2011 4:40:12 PM   
governato

 

Posts: 471
Joined: 5/6/2011
From: Seattle, WA
Status: offline
Fronts strategic situations:

Italian Front: The Allies are on the Offensive, following the launch of “Operation Diadem” in late May. As a minor front, supplies and replacements are relatively low, especially for the Allies. The launch of “Anvil” the second summer sea operation, will cut these supplies even further. The Axis player has to play a careful defensive game to stop the Allies along the heavily fortified Gothic line. Another option is to give up the Italian theater and retreat behind the Alps. Loss of Milan factories will decrease supply by 2%.



Normandy: Particular attention has been given to units deployment and realistic starting equipment and supply levels. As it should be, breaking out of the beach head is though, but not impossible. The Allies must enlarge their beach head conquering the towns of Cherbourg ( by turn1?) and St.Lo (by turn3?) to allow for the scheduled (and numerous) reinforcements to arrive in Normandy. Caen is a very though nut to crack. Allies units start with low supply and readiness levels but will rapidly improve. Attempt to breakout too early or without careful planning and support and they will be repulsed with a bloody nose. Wait to long and the German 15th Army will be upon them. Ultimately it's the Allies player's call, reflecting the historical dilemma faced by Montgomery.
A few hints: move in the SHAEF supply unit, make sure you got room for incoming reinforcements and HQs. Wear down German units with combined armor/bombers/artillery attacks at low losses settings, shift his reserves around. Make sure you attack with good unit cooperations levels (i.e do not attack with US and UK units together) and take one hexagon at the time. Break out with a powerful stroke, possibly aided by a paradrop (which had been planned, but not executed). The Strategic Bombers will be available until mid July, they are very powerful vs infantry and unprotected artillery stacks. German forces are strong, but hampered by low supply and replacement rates and by high interdiction levels that slow movement (modeled with several “refugees” events). The strong 2nd SS corps and other Panzer Divisions need to get to the front pronto, but move them too fast and they will already be tired before joining the frontline. Axis infantry in France is often of indifferent quality. Holding the line to the last man might not be the best option, as units will eventually evaporate. Counterattacks with the Panzer divisions are tempting, but will be *very* costly due to the Allies overwhelming air support. When the Allies finally break out, it will be very hard for the Axis to fight an ordered withdrawal to Germany. In testing several units alway end up pocketed as happened historically.


Balkans: Allies partisan units are relatively strong, and reconstitute, but need to get and maintain control of the supply point in Sarajevo at all costs to have a decent supply rate until the Red Army comes. Partisans units should not leave (ex) Jugoslavia.

Eastern Front: The Red Army is set to struck a fatal blow to Army Group Center, aided by high supply levels and truly overwhelming air superiority. “Fixed equipments” represent the historical large supplies of ammunitions. available to Baltic and Bielorussian Fronts for this and later for the Oder-Vistula offensive. They will have to be abandoned when the parent units need to move on. Some German forces start understrength and undersupplied, however armored divisions are still a match to Red Army's Tank Corps. Finnish, Rumanian and Hungarian forces will ultimately withdraw from the battlefield if the Red Army makes significant progress towards their capitals.

Finland & Norway: Finnish forces have low replacement rates and will withdraw when Helsinky or Riga are closely approached by Red Army Forces. When the Finns finally ask for an armistice most Red Army's Karelian Armies will be disbanded adding a substantial amount of units to the replacement pool. Pressure is on the Allied player for this to happen as quickly as possible. German units in Norway are in garrison mode until late Fall. It will take some time for the Axis player to bring those units back to Germany, if he so chooses.



The Programmed Opponent: Elmer, the ACOW equivalent of chess' “Deep Blue” puts on a decent fight when playing as the Allies, but it is no match for an experienced player. If playing against the PO, humans are strongly advised to play a few crucial turns and carry the most delicate operations (Normandy breakout, TOs Market Garden and Anvil) themselves. A few turns here and there to reorganize armies, move air units closer to the front and to regroup units will greatly help “Elmer” to provide an interesting challenge.

The End Game and very hypothetical (and fun) what ifs. The more realistic “What ifs” have been included in the Theater Options. However, a common “what if” involves German secret weapons that, if introduced in massive quantities, might have changed the outcome of the war. Many studies have repeatedly shown this possibility as wishful thinking, but it is interesting (and fun) to speculate what might have happened if Berlin had not fallen by the beginning of May and if Nazis secret weapons had become available by that time in large quantities. I added this option also to encourage the Axis player to play to the end. The scenario will end automatically with an Allied Player Victory when Berlin is captured. Alternatively, the scenario will end on May 1st with a normal victory count.

However, if the Allied player has been un able to capture Berlin and the Ruhr (hex 40,40) the scenario will continue an additional 20 turns. The Axis player, who obviously played a great defensive game, gets a few fun turns to play on the offensive. Hitler finally receives massive quantities of his long waited super weapons: electric U-boats, new tanks and jet fighters. In game terms this is described by a drastic cut in Allies supplies and replacements, shock penalties for the Allies and shock bonuses for the Axis, with additional supplies and replacements, mostly of Maus super heavy tanks and jet fighters He262. The scenario ends with a normal Victory tally in August.


House Rules and play suggestions: some house rules that could not be properly modeled within the ACOW framework are encouraged to give the right historical flavor to the game. They reflect the constraints faced by the real commanders and will add realism to the game.

Disbanding Units: It is often beneficial for the Axis player to disband units rather than moving them back all the way to Germany (for example if the front in Rumania collapses! Which it will...). However, the Axis player should not disband any unit in Finland and Norway unless on an anchor hex (sorry you have to ferry them to Germany!). Also, players should not disband any unit that cannot trace an interrupted line of free hexes to a supply source. At times, TOAWIII consider isolated units way behind enemy lines as supplied. At a scale of 32Km/hex chances that these troops would be able to reach their friendly lines without actively fighting would be pretty slim, at least in game terms. Historically Germany produced a large number of small units and formations late in the war, often of indifferent qualities (low proficiency and supply rates in game terms) at the expense of veteran units. The player can change this by choosing to disband a number of units and small formations that will not reconstruct. The equipment (and especially those precious supply units attached to HQs that regulates the formation supply rates) will go to other formations. This will also keep the game more manageable. The German player will have to balance the need to plug holes in the front lines with new units with that of sending reinforcements and supplies to veteran units with higher proficiency.


List of German units & formations that do not reconstitute:

All Infantry divisions (not Korps!)
All Luftwaffe units (light blue background)
All Panzer Brigades
3 SS Panzer Korps
11 SS Korps
GD Panzer Korps
5 Panzer Army
8th Army
Army Area Denmark
AG Vistula, B and G
Army Group
Cossaks & Croatian Units

All units belonging to the above formations will not reconstitute.

Most Allies brigades, divisions and supply units do not reconstitute. They can be disbanded and their equipment will be dumped into the replacements pool. This is a good option if the Allies player wants to keep the number of units in play relatively low.

Loss Tolerance: British and Canadian Forces had small amount of replacements available (as a large number of units was tied up in other theaters to defend the English Empire). This is reflected by a low replacement priority of infantry units and a slightly lower proficiency. British soldiers where not inferior to their American or German ones, their officers were severely concerned about losses that could not be replaced.. Lower proficiencies will make the units pull out of combat earlier. The Allied player should never use the “Ignore Losses” option for British and Canadian ground forces. Red Army Forces, while greatly improved since the beginning of the war, still used massed infantry attacks with a fair disregard for human and equipment losses. The Allied player should never use the “Minimize Losses” option for Red Army and Rumanian/Bulgarian Forces.

The Allied player should try to keep his units rested. Otherwise his infantry losses
will be just too high, which will eventually cost him the game. Suggestion: as a rule of thumb attacks with Allied “red” units would be fairly unhistorical (and probably a bad idea in the long term). Red Army Offensives were historically done after substantial building up of supplies that took several turns in game terms. Don’t be afraid to wait and get your arty units in shape before say, breaking the Vistula line. In game terms
the number of Rifle AT squads and Rifle Squads for the Red Army remained fairly constant in 44/45 (say within 25%).

Sea Invasions: The Axis Player should NOT use his sealift capabilities for sea invasions.Red Army forces should not be used with the “Anvil” TO and Western Allies should probably refrain from invading German territory with major units from the sea. However the “Anvil” Sea invasion could be directed to its original objective in southern France or to Norway and the Balkans.

Air Forces The Allied Player enjoys a truly overwhelming air supremacy and large air replacement rates. Both Tactical Air Support to ground combat with Ignore Losses and attack to Axis Airfields are encouraged and reflect tactics of the time. Widespread strategic bridge blowing is encouraged, but it should be limited to France, Italy and Germany. Make sure your bombers have fighter escorts or their losses will be large.


Airborne Operations The Red Army has a few divisions with airborne capabilities. However, they were never used in their primary role after 1943. The players should agree if they want to stick to the historical situation. The default is that the Red Army can do airborne operations. The allied player should refrain from dropping onto Axis supply points and the other few vital hexes (Berlin, Ruhr, Munich, Breslau) unless the Market Garden TO is in effect. The Axis player has strong Anti Aircraft units to garrison vital locations. He is encouraged to protect them wisely from airborne assaults.

German Heavy Tanks Battalions The Axis player has several heavy tanks battalions. They carry some punch, but are most useful when attached to larger panzer units and for counterattacks in the open, as it was historically done. Do not use them alone or in reserve or support of low proficiency infantry, as they would sustain heavy losses. This does not apply to anti-tank units.

(ex) Yugoslavia Partisans: should not move into other countries.


Designer Notes.

While I tried to give the players many alternative choices on the way they can conduct their campaign, I felt that the strategic constraints present at the time should be in place as well. The operational commanders where affected by them, and so should be the players. The Axis player will be able to move some of the Armies in the Western theater only in late August (as they were in static mode waiting for ‘the real’ Allies’ landing) or if the Allies make rapid progress through France. The Allied player should occupy the Normandy ports as soon as possible to avoid a Victory points penalty and to increase the flow of supplies. On the other hand, summer offensives on the Eastern Front, which historically started over a period of time of over two months, were delayed primarily by the limited amount of logistic resources of the Red Army. The Allied player is free to attack into Hungary and Rumania earlier than historically, but will have supplies available for only a couple of turns of sustained action, as larger supply flow for the Ukrainian Fronts will start only in early August. The Allied August sea landing (Operation Anvil) is not restricted the South of France. As originally envisioned, the invasion may occur both at the border of Italy and Yugoslavia, or in southern Greece.

The multi front nature of the European Theater posed some unique challenges. In this scenario Shock Bonuses are not the usual “fix it all” solution, so I used them in a very limited fashion, to ensure that crucial offensives get a good number of combat rounds and for Air Forces in Winter to simulate the effects of weather. Local supply over/under stocking were described with fixed artilleries (Red Army Heavy Artillery Units), starting supply levels and varying numbers of support squads. Using support squads, Axis HQs, some Red Army, US and UK HQs have varying levels of supply efficiency to model different moments in the campaign and shifting supply priorities. When detailed reports exist in the literature, specific units have specific proficiencies and equipment. Army and Units proficiencies reflect different armies capabilities in terms of logistics, replacement rates and command structures.

I had no intent to judge the capabilities of individual soldiers of different nationalities. German armored divisions and especially SS Heavy Tanks units have very high proficiencies to convey the fear factor that Tiger and Royal Tigers Tanks had on the enemy troops. German Wermacht infantry units have lower replacement rates compared to SS or Volksgrenadier units, as it was historically. Luftwaffe and Axis allies units have very low replacement rates. Many of them also are not replaced if destroyed in combat. Allies airborne and special units have low replacement rates

Replacement rates for air and tank units have been taken from the literature, where available. Note that the Axis player has a very large replacement rate for air units. Many of those fighters never reached their parent units.

Changes for Version 5 and TOAW III

- Force proficiency has been upped for the Allies and decreased slightly for the Axis. This makes it easier for the Allies to achieve more combat rounds.

- entrenchment rates have been cut by 40%. This was to avoid Corps and Army units to achieve “Fortified+100% entrenchment rates’ in a few weeks, which was unrealistic.

- Infantry replacements have been increased for all forces, but especially for the Germans. This to reflect historical losses and especially AFV vs Infantry loss rates.

- German Infantry squads (but not for Volksgrenadier units) have been upgraded to Heavy Infantry AT squads, and HMG squads have been transformed into infantry squads. This to reflect German tactical doctrine of using heavy MGs on the offensive, supported by infantry squads (and not vice versa). This change makes for stronger infantry and more realistic infantry/AFVs losses.

- VG units get AT+ squads starting in Fall 44. They are ideal units to hold ground and defend in cities.

Several German Garrison units have been added. They are not particularly strong but help avoiding gamey effects, especially for the AI.

- Traffic control units added to US and STAVKA supply and HQ units. This capability will improve over time.

- The effect of Winter weather has been greatly emphasized: There are more/earlier cold fronts, increasing snow cover in Northern Europe. Supply has been reduced for the Allies starting in late Fall. The Allies player will not be able to conduct substantial offensive operations in November-December.

- As historical, the Red Army gets significant extra troops when:
- Budapest is captured
- Finland surrenders
- Warsaw is captured
- Bucurest is captured
- Winter offensive TO is activated (this option should always be activated by the Allies player)

- Replacements Penalties for the Axis losing major cities have been upped.
Breslau (63,52 SE of Berlin) and Munich (46,53 South Germany) are now vital and should be defended at all costs.

- Berlin is a minor supply source. Juteborg (57,45 a few hexes south west of Berlin) is the nearest supply point.

These last two changes make for a much more realistic end game as the German player cannot just simply retreat to the Reichstag, but has to defend the supply and replacement sources to keep fighting.




Scenario Sources:

“When Titans Clashed” by D.M.Glantz
“The Road To Berlin “ by J.Erickson
The Russo-German War 1941-45 M.Seaton
Decision in Normandy C. D'Este
The Last Year for the Luftwaffe A.Price (Luftwaffe OOB for 1944)
Clash of Wings W.J.Boyne
Panzer Battles F.W. Von Mellentin
Crumbling Empire The German defeat in the East, 1944 S.W. Mitcham, JR (Bagration OOBs)
The Struggle for Europe C.Wilmot (lots of details on the Normandy Campaign)
German Tanks at War B.Carruthers (useful notes on German tanks production)
West Point Maps

Several existing Scenarios, including, Trey Marshall's Storm on the Reich Scenario, Brian Topp's, Operation Bagration, . and Bob Cross' France 44.
The TOAW Design Group (www.tdg.nu) people were most useful testing this scenario and provided sound advice on numerous opportunities.

Comments are welcome. Send them to Fabio Governato: fabio.governato@gmail.com


< Message edited by governato -- 9/15/2011 4:05:45 AM >

(in reply to governato)
Post #: 4
RE: Europe 1944 Scenario Information II: Game hints & ... - 8/26/2011 8:51:10 PM   
1_Lzard


Posts: 528
Joined: 8/18/2010
From: McMinnville, OR
Status: offline
Looks interesting, Fabio! Looking forward to a test drive, eh?





_____________________________

"I have the brain of a Genius, and the heart of a Little Child. I keep them in a jar under my bed!"

(in reply to governato)
Post #: 5
RE: Europe 1944 Scenario Information III: Design Notes ... - 8/28/2011 5:45:11 PM   
governato

 

Posts: 471
Joined: 5/6/2011
From: Seattle, WA
Status: offline
This scenario takes advantages of a few features of TOAW III (v3.4) that allow designers to better model changing supply rates not only in
time, but in different areas of the scenario. Two key features are placing supply points on the map through events AND having an
individual supply rate for each supply point. Here is a short description of what I did in 'Europe 1944', where the challenge was
handling how the US and UK armies brought supplies to the front.

- Modeling the supply network from the Normandy Beaches: I placed a 100% supply source on the coast. This supply point is NOT connected to
the railway system, it will give strong supply rates only to the nearby hexes. Cherbourg is connected to the rail network and has a supply
point (at a 25% level) which will then bring low level supply as far as the repaired rail network will extend. Use of the Rail Repair
unit is crucial.

- Ports: Calais, Brest (with a probability check), Cherbourg and Antwerp are supply points connected to the rail network. The Allies
will then receive more supply as they liberate them, with Antwerp the ultimate objective before crossing the Rhine. Allies supply will
also improve with the capture of Danzig, which was a base for German submarines.

- Supply squads: attached to HQs units they regulate the amount of supplies for each formation: (nominal rate) X (fraction of supply
squads over maximum allowed number) = effective supply rate. To model the fact that Operation Market Garden reduced the amount of supply
available to the US 3rd Army its HQ is replaced with a new one with only 30% of the maximum allowed number of supply squads. This means a
low resupply rate until enough replacements arrive to the the 3rd Army HQ. Remember a unit should not be moved in order for it to receive
replacement squads!

-Supply units: both the Axis and the Allies receive Supply units (they boost supply rates by %50 around them). Some have limited Railroad
repair capabilities. Use them to bring extra supplies to some part of the front. German HQs are cronically low on supply squads, BUT
disbanding some of the smaller formations will put more supply squads in the replacement pool for larger units. This allowes the Axis
player to model a possible restructuring of the Wermacht. Historically a large number of small formations was preferred, which
gave more flexibility at a tactical level.



- The Allies Player will receive additional static supply units or supply points when major ports on the western theater are captured, namely:

Brest (19,29)
Antwerp (40,36)
Le Havre (29,34)
Cherbourg (26,32)
Pola (44,65)
Sibenek (46,71)
Marseille (23,57)



Some supply points are subject to delays and a probability check to activate. Many deliver less than the full supply rate (as possible in
TOAWIII). Antwerp, Cherbourg and Calais will take some turns to get to their full supply potential, but only Antwerp will deliver 100% of
the supply rate (Cherbourg only 25%, Calais %40). It is then vital for the Allies to capture Antwerp as soon as possible and repair the
railroad network around it. The supply point on the Normandy beaches is NOT connected to the railroad system so it will deliver
supplies only up to a few hexes away. As historically happened, and until the port of Antwerp is liberated and repaired, the US and UK
armies will draw minimal (a few per cent) amount of supplies once close to Germany. The increase of supplies from the liberated ports is
described with a series of events that replace each existing supply point with a new one with a higher supply rate (a nifty TOAWIII
feature).



German Fortresses (Festungs) and supply: This is a interesting use of supply points that I do not think is being used often enough in
scenarios: In 'Europe 1944' the Axis player has many supply points across the map. Most deliver MUCH less supply than the global supply rate (down
to 1%). This is a TOAW III feature which I used to model the possibility to leave units behind in fortified areas as historically
happened in Latvia, Prussia and the coast of France. These units will only be able to defend, but they can survive indefinitely behind the
frontline without withering away as they would if they were out of supply. The Allies will have to actively attack to get rid of them! This is a
great way to use Volskgrenadier units (that have AT+ squads) for delaying actions. To allow an element of surprise, rather than post a
list of these 'Festungs' I encourage the Axis player to find them directly on the map, or check Wikipedia:

http://en.wikipedia.org/wiki/German_World_War_II_strongholds



< Message edited by governato -- 9/15/2011 4:08:16 AM >

(in reply to 1_Lzard)
Post #: 6
RE: Europe 1944 Scenario Information III: Design Notes ... - 8/28/2011 8:07:17 PM   
Panama


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Great example of what can be done when a scenario designer is given tools to work with.

(in reply to governato)
Post #: 7
Europe 1944 Scenario Ready for playtesting! - 8/30/2011 1:53:03 AM   
governato

 

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Joined: 5/6/2011
From: Seattle, WA
Status: offline


This the first release of the TOWIII version of my scenario 'Europe 1944'. This is a major update that takes advantage of many of the new features available after v3.4 was released. It should be close to its final version and quite fun to play against a human (or the PO. The PO is stronger when playing the Allies). Getting to Berlin by May will not be easy for the Allies! You will find that under a skillful and rational player the Wehrmacht can carry quite a punch at the operational level. All events have been tested and the scenario should play out as planned, but nothing like a few skilled beta testers to try new things and iron out kinks and scenario balance, especially during the end game. This scenario offers so many opportunites to deviate from historical choices that it was impossible to try them all! Europe1944 has a relatively moderate number of units (500 per side), but it does use a lot of advanced design features. I recommend reading the attached pdf file to fully enjoy playing it. Attached is a screen grab of the advanced game options I have been using. if start a game with a friend I would strongly encourage to
share your experience with fellow gamers (AARs are fun!) or send me an email with bug reports/ screen captures/ suggestions.

I will not replace this version until October 2011 (unless major bugs are found), after that I plan to add any necessary changes and submit it to various game depots. At any time you will be able to retrieve the latest version of the game and the scenario description (as a pdf file) on the first post of this thread.

I am looking for one or two testers with good experience playing the TOAW game (to compensate for the fact that I know the scenario a little too well) to play against me as the Axis or the Allies. Send me a private message/email if you are interested. I plan to have an AAR on the Matrix forum site.

HERE IS THE 'EUROPE 1944' SCENARIO




Attachment (1)

< Message edited by governato -- 8/30/2011 1:54:41 AM >

(in reply to Panama)
Post #: 8
AAR and scenario notes on Maximum Rounds per Battle. - 10/3/2011 1:49:56 AM   
governato

 

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From: Seattle, WA
Status: offline
A quick note to mention that I am publishing an AAR (playing vs L'zard) on this scenario om Gamesquad:

http://forums.gamesquad.com/showthread.php?102462-Europe-1944-AAR-FabGov-vs-Lizard

We are currently at turn 8.

Also a design note on the Maximum Round Per battle variable, as this point has been discussed recently in the forums.

The scenario editor allows to set the Maximum (number of) Rounds Per Battle. The default is 99 I believe. This feature
limits the number of rounds that can be spent fighting an individual battle. When set to high values in large scenarios
it can often happen that a single battle using all 10 rounds prematurely ends a turn. In Europe44 this might have the unwanted effect that a battle fought on the Russian Front might stop Patton from pursuing a breakthrough on the West Front that only used say, 2 rounds.

To avoid this, MRPB is to 4 in Europe44, so only 4 rounds out of 10 can be used up in any battle (I am considering lowering to 3). If a battle that needs say 10 rounds is stopped prematurely at round 4, one can always re-attack the same hex, so no biggie!

I think this is a detail that needs to be considered more often as it has a lot weight in scenario design. I forgot if an editable MRPB it is an addition of TOAWIII 3.4 or if it was already present in previous versions.


(in reply to governato)
Post #: 9
RE: AAR and scenario notes on Maximum Rounds per Battle. - 10/9/2011 11:18:58 PM   
MPHopcroft

 

Posts: 195
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From: Portland, OR
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The version of the scenario I downloaded has no EQP file attached. Will that make it unplayable?

_____________________________

"Any asset that would cost you the war if lost is no longer an asset, but a liability." -- Me

"No plan survives the battlefield" -- old Army saw.

(in reply to governato)
Post #: 10
RE: AAR and scenario notes on Maximum Rounds per Battle. - 10/9/2011 11:21:45 PM   
governato

 

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From: Seattle, WA
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Europe44 uses the standard EQP file, so it should work just fine.

(in reply to MPHopcroft)
Post #: 11
RE: AAR and scenario notes on Maximum Rounds per Battle. - 10/9/2011 11:29:13 PM   
MPHopcroft

 

Posts: 195
Joined: 7/1/2006
From: Portland, OR
Status: offline

quote:

ORIGINAL: governato

Europe44 uses the standard EQP file, so it should work just fine.


You were right. I started a turn and it works fine. But man this scenario is big!

_____________________________

"Any asset that would cost you the war if lost is no longer an asset, but a liability." -- Me

"No plan survives the battlefield" -- old Army saw.

(in reply to governato)
Post #: 12
RE: AAR and scenario notes on Maximum Rounds per Battle. - 10/10/2011 12:30:23 AM   
governato

 

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From: Seattle, WA
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Ha! It was a big war...But seriously this is just an average sized scenario...400 units/side.

(in reply to MPHopcroft)
Post #: 13
Final Version of Europe44 - 11/12/2011 4:45:41 AM   
governato

 

Posts: 471
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From: Seattle, WA
Status: offline
After some playtesting I have updated the scenario to version 6.0. This version should be final!

VERSION 6.0 OF EUROPE44

Tx to Kurt aka L’zrd for playtesting!

Changes in v6.0

- increased cooperation levels between formations (by using more uniform background colors)
- SS Panzer Korps are on Free Support
- removed some port hexes (London, Hamburg) to eliminate the possibility of unhistorical sea invasions
- decreased German tank and artillery replacement levels (to compensate for those that
arrive as reinforcements)
- decreased proficiency of German Heavy Tank battalions to 90%
- decreased (-5%) proficiency of German reinforcements arriving in 1945
- decreased starting Axis supply by 3%
- added mortars to Partisan units
- added more airfields in Poland and White Russia
- added more (empty at start) airplane slots to Red Army air units.

< Message edited by governato -- 11/12/2011 4:47:32 AM >

(in reply to governato)
Post #: 14
RE: Final Version of Europe44 - 11/12/2011 7:09:21 AM   
sPzAbt653


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From: east coast, usa
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Congratulations on the first final version !! and continued success !!

(in reply to governato)
Post #: 15
RE: Final Version of Europe44 - 11/13/2011 3:41:14 PM   
sapper32


Posts: 872
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From: Warminster England
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quote:

ORIGINAL: governato

After some playtesting I have updated the scenario to version 6.0. This version should be final!

VERSION 6.0 OF EUROPE44

Tx to Kurt aka L’zrd for playtesting!

Changes in v6.0

- increased cooperation levels between formations (by using more uniform background colors)
- SS Panzer Korps are on Free Support
- removed some port hexes (London, Hamburg) to eliminate the possibility of unhistorical sea invasions
- decreased German tank and artillery replacement levels (to compensate for those that
arrive as reinforcements)
- decreased proficiency of German Heavy Tank battalions to 90%
- decreased (-5%) proficiency of German reinforcements arriving in 1945
- decreased starting Axis supply by 3%
- added mortars to Partisan units
- added more airfields in Poland and White Russia
- added more (empty at start) airplane slots to Red Army air units.


Nice one i will download the latest version and start playing thanks very much for your effort with this scenario.

Ian

(in reply to governato)
Post #: 16
RE: Final Version of Europe44 - 11/13/2011 8:36:15 PM   
HPT KUNZ

 

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From: near Philadelphia
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Excellent! Just the right scale to be manageable. The accompanying documentation is very helpful. Thanks.

(in reply to sapper32)
Post #: 17
Feedback - 11/14/2011 6:12:04 PM   
governato

 

Posts: 471
Joined: 5/6/2011
From: Seattle, WA
Status: offline
Hope you guys like it! It was a fun scenario to design. If any game makes it to past say turn 20 feel free to pm me or post a screenshot. It is always useful to get feedback from other players and the end game is always a bit harder to test. I do not plan updates for a while though!

next project: Upgrading the Eastern Front 'Great War in the East 41-45 scenario'. I think it's called 'Russian Front' in the TOAW III distribution.

(in reply to HPT KUNZ)
Post #: 18
How do model the Strategic Air War - 1/20/2012 8:49:02 PM   
governato

 

Posts: 471
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Lizard was asking me what's the deal with the large number of air units set on garrison in Europe44 :)

Those units are bombers and fighters based in UK for the Allies and a large number of fighter planes stationed in major German cities for the Werhmacht. Europe44 models the bombing campaign over Germany in an abstract but effective way: air units in garrison mode are controlled by the 'Air Assistant' (which can be toggled on and off by the player, the players can also set the loss tolerance of those units). The air units on garrison contribute to Air Superority (100 over 270 points for the Allies at the start of the scenario) and to interdiction and supply levels as well, usually reducing the Axis supply by 2-3 points. On top of that, planes controlled by the Allies player that are set on Combat Support will have to occasionally fight some of the Axis 'strategic/on garrison' fighters when on missions deep in German territory. Last but not least, this approach makes it simpler to manage the plane replacement rates (based on historical production rates) without having to worry much about what fraction of bombers and fighters should be devoted to direct air support for the ground troops.

Overall it is a simple approach with some limitations, but it works.

< Message edited by governato -- 1/24/2012 8:39:49 PM >

(in reply to governato)
Post #: 19
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